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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 The Guardian of Gitna (Impossible Experiments 1)
The Guardian of Gitna (Impossible Experiments 1)
Pathfinder 2e
Level 1
30 pages
0

Impossible Experiments is a series of adventures, each spanning 1-2 levels. Each volume can be run individually or combined into an ongoing series. This volume establishes the premise of this series… When the wizard-king Nex retreated into his Refuge over 4,000 years ago, speculation ran rampant as to what he would do in this space. At first, many assumed that he was restrategizing for the war with Geb, but as the decades and centuries ground on, wilder hypotheses were offered. One explanation claimed that Nex was experimenting to develop a new generation of magical warriors, spies, and minions whose presence would overwhelmingly tip the scales of war against Geb, and likely other nations to follow. In recent years, the gates to the Refuge of Nex have opened, and strange creatures have emerged. Indeed, these creatures are prototypes that Nex is evaluating. Near the iruxi-founded town of Gitna, one of Nex’s first prototypes has emerged and begun to claim victims. The guard has been raised in Gitna, and the heroes are now called to fulfill their oath to defend the town by helping one of its behir guardians, recently injured in his own fight... This adventure includes two archetypes, a versatile heritage, backgrounds, and items you can offer to your players to make this adventure your own!

Primordial Children
5th Edition
Levels 1–3
8 pages
0

Thordak, the Cinder King has been destroyed but the city of Emon still reels from his terrible reign. It has been a year and the whole of Tal'dorei thought the threat was over...until the finding of a piece of red leathery, heavy as stone egg is found. A primordial child has survived. Now the council of Tal'dorei seeks help in dealing with this issue in secret before it causes panic. A fan made adventure based on the world of Exandria by Matthew Mercer and seen on Geek & Sundry's Critical Role

Cover of Misthollow Castle
Misthollow Castle
OSR
Levels 5–10
9 pages
0

An Adventure for Odysseys & Overlords Standing on a lonely, bare mound in the bottom of a dell full of swirling fog, a castle from the time of the Schism crumbles, forgotten. Inside, treasures—and terror—await. A writ of salvage has been posted in Chandra's Haven: 500 gold coins to the brave adventurers who find Misthollow Castle and secure it for Salamon Castos, a wealthy merchant. Castos claims to be the scion of the noble family which ruled Misthollow and built the castle generations ago. Castos grudgingly agrees to allow the characters to keep whatever they find in securing the castle, though he insists on right of first refusal on anything of value. The Odysseys & Overlords Player’s Guide is available at https://www.drivethrurpg.com/product/275042/Odysseys--Overlords-Players-Guide The Odysseys & Overlords Game Master's Guide is available at https://www.drivethrurpg.com/product/275040/Odysseys--Overlords-Game-Masters-Guide

Cover of Pathfinder Adventure Path #49: The Brinewall Legacy
Pathfinder Adventure Path #49: The Brinewall Legacy
Pathfinder
Level 1
61 pages
0

The town of Sandpoint, Varisia, Inner Sea Region has put out a bounty on the nearby tribe of Licktoad Goblins in retribution for the goblins raiding traders and travelers near the quiet town. The party takes up the bounty and ventures into the swamp; eventually finding the goblin village in ruins and it's inhabitants scared in it's burned huts. The party finds out; either through investigation of the ruins or the goblins themselves; that a group of skeletons with eastern arms and armor had ransacked the village and took a stash of fireworks that the goblins stole from an old shipwreck. The party then makes it to this cave and finds it empty except for a half dozen skeletons. Further in past the skeletons is their leader, a skeletal samurai who fights the party in an attempt to defend his treasure. The treasure turns out to be a letter that reveals that secrets of the Kaijitsu family; the same family their good friend Ameiko who runs the Rusty Dragon inn belongs to; that lies in wait in the abandoned town of Brinewall to the northern boarder of Varisia. Ameiko along with several other important NPCs with a caravan north. It's recommended that GMs create encounters for the caravan trip north as it's essentially 3 weeks of travel with nothing in it. It's also recommended that GMs completely ignore caravan rules; they're not flushed out and they're not fun to run. The party and the caravan reaches the abandoned town of Brinewall where their friend Ameiko becomes possessed and is thrown into a coma; where the other NPCs agree to take care of her while the party explores the town and castle. The castle is a three floor behemoth of a dungeon populated by Dire Corbies, Troglodytes, and various other monsters all under the leadership of Kikonu, an Yamabushi Tengu Oni. The goal of exploring Brinewall Castle is to find the two keys to the vault; one of which is on the Yamabushi Tengu while the other is on a Half-Fiend Decapus that lives in the basement of Brinewall. Once the PCs enter the vault they find the Amatatsu Seal; one of the seals that cement authority to one of the ruling houses in Minkai of Tian Xia; as well as several visions that show that Ameiko Kaijitsu is the rightful heir to be ruler of Minkai and that they'll need to travel north to do so. Such ends the first book of six.

Cover of The Claws of Madness
The Claws of Madness
5th Edition
Level 1
37 pages
0

For centuries, Aelmor Monastery near the port town of Sestone was a safe haven for scholars, monks, and pilgrims seeking enlightenment, its renowned library home to an enormous collection of ancient manuscripts, tomes, and peculiar writings. After suffering a devastating attack at the hands of a possessed monastery elder, Aelmor fell into ruin, its troubled past forgotten. When villagers start disappearing and turn up horribly mutated days later, fear takes a grip of Sestone. What sinister forces are at work? And to what end? The Claws of Madness is a standalone adventure carefully designed for a group of 1st-level heroes, including new monsters, magic items, and a thrilling story arc. Edited by Michele Carter (co-editor of the 5th Edition Player’s Handbook), this dungeon crawl combines the best elements of classic adventures with fresh new exciting avenues. The story in this book also provides the perfect base for an epic, long-running campaign suitable for higher-level characters, in which the heroes unravel the dark mystery of the mythical Hand of Narkul . . . Published by LoreSmyth SmiteWorks.

Cover of UN1 Frost Lords of the Frozen Hall
UN1 Frost Lords of the Frozen Hall
AD&D
Levels 3–5
22 pages
0

The North can become very appealing to those who seek fame and fortune on their own course. The North is also home to humanoids and fell creatures, things that can find a foothold in the lawless wastes while also making a living. Larger and more lethal creatures like frost giants and white dragons can also be found, assuming you are foolish enough to go looking for them. This adventure is formatted to both 1E & 5E gaming rules.

Cover of Death Triumphant
Death Triumphant
AD&D
Levels 6–10
64 pages
0

"At midnight everyone will die..." Azalin the lich lord is launching another diabolical plan. He has allied himself with the entity known as Death, and together they plan to raze the domain of Darkon. From the ashes of the once-mighty land will rise a new domain - Necropolis, the land of the dead! For the citizens of Darkon, death has been an everyday companion, and sometimes a yearned-for end to suffering. However, now the cold comfort of the grave is forever denied these good men and women as they find themselves walking the land after their breath has left them. Heroes have always considered the undead to be mere monsters, legions of mindless evil to be slain with no second thought. Now the heroes will learn the agony of actually being one of the living dead. They become monsters, and the entire world becomes their enemy. Death Triumphant: A 64-page adventure that puts the heroes in the middle of Lord Azalin's ultimate scheme to escape from Ravenloft. Death Triumphant can be played as a stand-alone adventure or as the final chapter in the Grim Harvest series. Part of TSR 1146 Requiem - The Grim Harvest

Cover of SPA1: Mad Mage's Mansion
SPA1: Mad Mage's Mansion
5th Edition
Levels 1–2
36 pages
0

Who could know what is hidden within the secluded mansion of the crazed mage? Well, now, when nobody has seen him here for more than a year, it’s the best time to find out! A 4-hour adventure for two 1st–2nd level characters. Small Party Adventure: Though the party size of 3–5 characters is considered optimal in D&D, there are times when you can only gather one or two players at most. This adventure is designed exactly for such occasions.

Cover of Deadman's Quest
Deadman's Quest
3.5 Edition
Level 1
20 pages
0

Living pirates are a common enough hazard around the islands known as the Serpent's Teeth. A dead one is even more trouble- especially when his treasure has been stolen. Characters who successfully complete this adventure should be of sufficient level to tackle the award-winning Freeport trilogy, Death in Freeport, Terror in Freeport, and Madness in Freeport. Pgs. 84-103

Cover of Bloodsoaked Gem Caverns
Bloodsoaked Gem Caverns
OSR
Levels 2–3
8 pages
0

An old-school dungeon adventure! Explore (and possibly claim and re-open) an abandoned gem mine. 8 pages, 16 rooms, weird monsters, eerie situations, arcane technology and iridescent jewels! For use with old-school or OSR RPG systems.

Cover of Ghostlight
Ghostlight
5th Edition
Level 1
22 pages
0

A mysterious ship emerges from the dark ocean mist, its lantern-lit deck silent and empty. When invisible hands cast lines and ropes over to the characters, will they accept the invitation to board and enter the secret afterlife of departed sailors? Ghostlight is a nautical sword-and-sorcery adventure and includes: -A haunting foray into the afterlife for good and evil sailors -A mad witch, a dashing rat pirate, and a tavern full of departed souls -Combat cards for each monster, PC, and special treasure -High-quality digital maps for use with virtual table tops

Cover of Wardens of the Reborn Forge
Wardens of the Reborn Forge
Pathfinder
Level 12
64 pages
0

Alkenstar, City of Smog, is a bastion of civilization in the magic-warped region known as the Mana Wastes. Its ingenious citizens survive in the treacherous Spellscar Desert with the help of canny inventions like guns and clockwork automatons, but now their construct protectors have begun to run amok within the city. It falls to the PCs to venture beyond the city walls to find the source of their strange behavior.

Cover of DDAL08-00 Once in Waterdeep
DDAL08-00 Once in Waterdeep
5th Edition
Levels 1–4
32 pages
0

Who knows why adventurers are drawn together? The lust for gold, a common foe, or the whimsy of fate? Pull up a stool, stoke the hearth, and let YOUR story begin! A Four-Hour Adventure for Tier 1 Characters. Optimized for APL 1.

Cover of Strike on Shatterhorn
Strike on Shatterhorn
3.5 Edition
Level 18
27 pages
0

Smoke still rises from the shattered buildings and ruined streets of the troubled town of Cauldron, yet if not for the actions of a band of heroes, it would not exist at all. A sinister cabal of cultists bent on plunging Cauldron into the prison plane of Carceri had awakened the volcano below the town, and amidst the attacks of dragons and fiends from the outer planes, these heroes were able to evacuate the city and then strike at the cultists in their lair near the volcano's heart. Now, this cult, the Cagewrights, lies shattered, their members put on the defensive for the first time. All that remains is to finish the job, but the surviving Cagewrights still have some surprises left in their mysterious stronghold under the snake-haunted ruins of Shatterhorn. "Strike on Shatterhorn" is a Dungeons & Dragons adventure designed for four 18tth-level characters. This adventure is part of the Shackled City Adventure Path that began with "Life Bazaar" (Dungeon #97) and continued with "Flood Season" (Dungeon #98), "Zenith Trajectory" (Dungeon #102), "The Demonskar Legacy" (Dungeon #104), "Test of the Smoking Eye" (Dungeon #107), "Secrets of the Soul Pillars" (Dungeon #109), "Lords of Oblivion" (Dungeon #111), "Foundation of Flame" (Dungeon #113), and "Thirteen Cages" (Dungeon #114). The Adventure Path concludes in Dungeon #116 with "Asylum." Pgs. 56-82

Cover of ROS3 Curse of the Violet Corruption!
ROS3 Curse of the Violet Corruption!
AD&D
Levels 5–7
40 pages
0

What began as a subtle sickness has now spread into a full-blown contagion of magical origins around Roslof Keep! Although protected from the outbreak by their Mithel Standard, the Company of the Ivory Scimitar is now challenged with not only continuing their quest to defeat the Dungeon but also saving the town that they have grown to love. With unlikely allies forming from the other Mithel Companies, as well as unforeseen help within the labyrinth itself, the Ivory Scimitar must now take on the perilous task of curing the Violet Corruption while trying to discern the nature of its cause from somewhere deep within Mithelvanr's mad dungeon of self-propagating monstrosities! This adventure is formatted to both 1E & 5E gaming rules. Also available in PDF.

Cover of Defense of First Tower
Defense of First Tower
5th Edition
Levels 3–5
35 pages
0

In this adventure for the Eberron Campaign Setting a group of adventurers travels to the well known but seldom explored thorp of First Tower, 27 miles north of Sharn, the City of Towers. The adventurers must solve a terrible event that happens on the House Orien lightning rail, but then will have some time to relax and have fun in the many events and fun things that happen in the festive town of First tower. In the third act, the adventurers must find a way to fight or negotiate with an orc tribe that claims a section of the land as theirs.

Cover of SQ16 - Kingdom of Bane
SQ16 - Kingdom of Bane
5th Edition
Levels 5–8
70 pages
0

Once a naval powerhouse, the Kingdom of Bane ruled the waters wherever they went. Four decades ago the neighboring countries noticed a stark difference taking over the once lush Bane. As the years progressed, rumors swirled about the downfall of the proud nation but the overall view was that a curse took over. The kingdom had been famous for the multitude of riches and magic it once possessed and it is widely believed that undiscovered treasures await any adventurer brave enough to test their mettle against the curse as well as the elements. This offering is 70 pages of magic, challenges, and a lot of urban discoveries. This scenario can be cut up and used as individual projects or as a massive campaign. The original campaign allowed the players to move from fifth level up to eighth!

Cover of Manor of Dread
Manor of Dread
5th Edition
Levels 5–7
28 pages
0

This horror-based adventure takes the characters to a manor shrouded in mists to discover that it is inhabited by deceased victims, arcane experiments, and a ruthless woman looking for new victims. The characters become trapped in the mists and must unravel the history surrounding the dubious deeds that have taken place in the manor. To leave, they must either defeat evil or bargain with it.

Cover of HWA3 Nightstorm
HWA3 Nightstorm
BECMI
Levels 8–10
64 pages
0

To Find the Immortals! The all-powerful Immortals have vanished! The quest to locate them has led across the Atlass Ocean and the land of Shahjapur, where moguls hunt tigers, un-touchables respectfully avoid higher castes, and holy fakirs perch immobile for years on end. In this land of shrines and elephants and shapeshifting assassins, resolution may lie at the end of the mysterious "Emerald River." But no one knows the location of this river and no map shows its bed. Does the answer lie within the Temple of Eight Sweet Winds? Hopefully so, for time grows short. The Immortals themselves must be found and enlisted - to stave off the approaching cataclysm called: NIGHTSTORM! Nightstorm is the third adventure for the D&D Hollow World Campaign Set. The Hollow World boxed set is required to play. This 65-page adventure fits easily into your existing campaign, either as a stand-alone adventure or part of the history-spanning Blood Brethren trilogy. These three lined modules can be played in any order - but the adventure ends here! This adventure is designed for four to six characters of levels 8 to 10. Easily Adaptable to the AD&D Game! TSR 9311