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Cover of Reflections
Reflections
AD&D
Levels 3–5
3 pages
0

Sleepwalking can be dangerous in the town of Aberdale. Pgs. 50-51 & 65

Cover of CCC-AETHER-01-02 The Heir of Orcus: Verse II
CCC-AETHER-01-02 The Heir of Orcus: Verse II
5th Edition
Levels 1–4
29 pages
0

An Adventurers League Con-Created Content Module. Tier 1, 4 Hours. (Compatible with Homebrew games too!) May I have the next 100 words to convince you to purchase this adventure? **PITCH BEGINS!** This module features three ways to play: join the Knights of Holy Judgment, the Cult of Zariel, or the forces of Chaos as you face The Heir of Orcus! Play like it is 1990 and experience the first Adventurer’s League module to use 16-bit art for maps, tokens, NPC portraits, and magic items! Each purchase includes the PDF, Fantasy Grounds module, one map, 18 tokens, comic art for the backstory, and an imaginary high five from the author. Make a DC 92 Wisdom saving throw. On a success, reroll! On a failed save, buy this adventure! **PITCH ENDS!** Author’s note: This is part two of a two part Tier 1 series. I plan to make future Verses if these do well and people like them. Thanks for looking at my adventure and please leave an honest review! -Anthony Joyce (Twitter: @Thrawn589) All artwork was commissioned and commercially licensed for this module. Pixel Art by: Joaquin Reymundo "Dsurion" (Twitter: @Dsurion) Comic Art by: James Gifford (Twitter: @Mrjamesgifford) Fantasy Grounds Module by: Chris Jernigan

Cover of DDAL07-01 A City on the Edge
DDAL07-01 A City on the Edge
5th Edition
Levels 1–4
50 pages
0

Often called the “Gateway to Chult”, the exotic city of Port Nyanzaru is built upon a landscape both mystifying and marvelous. However, the city’s vibrant beauty is overshadowed by a mysterious scourge that plagues all within the land. Can the divergent forces within the city discover the truth before all are overcome by this growing threat? Five Four-Hour Mini-Adventures for 1st-4th Level Characters

The River's Curse
5th Edition
Tier 1 Level
45 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 The Jade Hare
The Jade Hare
BECMI
Level 1
8 pages
0

At just 8 pages, with lots of illustrations, this adventure is much shorter than most TSR-published modules of the era (mid-90s). It is a very simple D&D adventure. It features a macguffin quest that immediately pushes the players into a dungeon crawl through the five-and-a-half-page "Dungeon of the Mad Warlock". The idol of old, The Jade Hare, as been taken from the Dar el-Tamyya, stolen by Goblins, who strangely enough killed no one. Abdullah, the old man who cared for the statuette remembered that about a month ago a stranger has asked if he might purchase the Jade Hare. Though he offered much gold, Abdullah of course refused the offer. Whom Abdullah describes the other villagers recognize as Abu-Ghabar, the mad warlock who lives in the hills. He is rumored to have built a dungeon there. Who knows what strange purposes the mad warlock has for the Jade Hare? In any case, the precious statuette's theft is an intolerable strain on the honor of the village and all the tribe therein. A party must be assembled to confront the warlock. This party may consist of none other than yourselves. Won't you save Dar el-Tamyya's ancient honor, and thwart whatever sinister plans the warlock has? TSR 9259

Cover of DS10 - Probing Black Isle
DS10 - Probing Black Isle
AD&D
Levels 8–10
21 pages
0

A mining operation in the vast desert has failed to check in with the owners of questionable repute. The crime boss “Marmalook” wants to employ the party to go check on the mine and have them explain why there has been no contact. The journey to the mine will not be easy and the party had better pack plenty of water. This item was played at CampCon convention this past year in Pennsylvania last year!

Cover of ROS3.5 Dire Run to House Fleetwood!
ROS3.5 Dire Run to House Fleetwood!
AD&D
Levels 3–6
12 pages
0

The Ivory Scimitar becomes convinced that some key of the Violet Corruption can be found in the old House Fleetwood within Daern Kelton. Braving the city, they journey to the house and discover several key pieces of informantion along the way may help them stop the corruption and defeat the dungeon once and for all. This adventure is formatted to both 1E & 5E gaming rules.

Cover of DDAL00-01 Window to the Past
DDAL00-01 Window to the Past
5th Edition
Levels 5–20
64 pages
0

When a Thayan research expedition returns from the Glacier of the White Wyrm with only two survivors that are reduced to whispering about an ancient pyramid under the ice, perhaps it is time to discover just what scares the life out of a nation of necromancers. The events of DDEP2 Mulmaster Undone resulted in terrible geographic upheaval all around the southeastern region of the Moonsea. Massive landslides, earthquakes, tidal waves, and gnashing tornados devastated the land and the city of Mulmaster was nearly scrubbed from the face of Faerun. Fortunately, these events also revealed previously hidden artifacts—trinkets, mostly—from the ancient Netherese all around the city. The Thayans have long held an interest in the port city and wasted no time in assisting in the rebuilding efforts. They simply asked that a blind eye be turned to their archaeological interests, and in return they would continue to spend their own resources (at no expense to the Mulmasterites or even the High Blade) to rebuild the city, bigger and better than before. It wasn’t long before their interests paid off with the discovery of a research laboratory beneath the Glacier of the White Worm, far to the east of Mulmaster and nestled in the mountains. The Thayans sent a sizable expeditionary force but only two acolytes returned. The visiting Zulkir has found this particularly troublesome, and with the assistance of Rastol Shan, the head of the Cloaks, has arranged for a mercenary force to perform a more pointed investigation of the area. In return the Thayan noble has promised significant compensation. Upon arrival at the dig site, the characters are quick to discover that the laboratory hides ancient and palpable evil. The purpose of the facility can be discerned with careful investigation, and the effect of the still-active fragment of the Dark Obelisk has empowered (some may say attracted) servants of the Worm that Walks. Danger and death await, certainly, though the characters always have the option of running away and living to fight another day…

Cover of ROS6 Realms of Madness and Despair!
ROS6 Realms of Madness and Despair!
AD&D
Levels 10–12
32 pages
0

The final fate of Roslof Keep and the Company of the Ivory Scimitar hangs in the balance. With five levels conquered, the party must finally face the ultimate challenge of the sixth and final floor. Can the stalward adventures overcome the last defense of the Infernal Machine? Will Roslof Keep be freed from the violet corruption? What unforeseen plot twists still await those willing to brave the challenges presented in The Realms of Madness and Despair? This adventure is formatted to both 1E & 5E gaming rules. Also available in PDF.

Cover of X4 Master of the Desert Nomads
X4 Master of the Desert Nomads
BECMI
Levels 6–9
32 pages
0

To arms! To arms! The battle lines are drawn as desert men and inhuman tribes wait poised to strike on the fertile and rich lands of the east. The call has gone out through the civilized lands. The armies have been raised to match the invading foes from the west. Nobles and peasants have joined swords to greet the foes. But Fate or Chance has decreed another role for a small few. No glorious banners will wave on their march. No squadrons of knights will charge at their word. Instead, they will fight the war with stealth, secrecy, and cunning. The risks they will take are great, but the fates of both armies lie with them. It begins one night for your party far from the fighting. Suddenly you are entrusted with the most dangerous mission of the war. Can you cross the Sind Desert, occupied now by enemy armies, to find the Great Pass? Can you find the one known only as The Master? What will you do if you find him? So begins your adventure in The Master of the Desert Nomads, the first module of a two-part adventure that can be concluded in the exciting Temple of Death or played entirely on its own. Can your party do what must be done? TSR 9068

Cover of Playing with Fire
Playing with Fire
3rd Edition
Level 2
12 pages
0

Don't Get Burned! Follow a half-forgotten legend to treasures untold and a fiery doom. Pgs. 30-41

Cover of The Crypt of Somber Hill
The Crypt of Somber Hill
5th Edition
Level 5
31 pages
0

The town of Somber Hill is a quiet settlement in the foothills of a mountain range. A few days travel from the nearest city, the people of Somber Hill are a humble and self-reliant bunch. Unbeknownst to its people, the small town hides a sinister secret, some of the residents of Somber Hill belong to a cult that worships a long dead entity. Known only as The Dark One by their followers, this ancient being once called Old Somber Hill home. Their dark master is entombed in the catacombs beneath the town, and the cult hopes to resurrect their master with a blood sacrifice. The Crypt of Somber Hill is a Setting Neutral adventure and thus can be easily included in any existing story-line with minor alterations and adjustments or outright slotted into any existing campaign setting.

Cover of The Shattered Circle - Classic Modules Today 5e Conversion
The Shattered Circle - Classic Modules Today 5e Conversion
5th Edition
Levels 1–3
13 pages
0

From time out of mind, the standing stones known as the Circle of Cahervaniel have stood lonely vigil on a grassy hilltop. Sheepherders once moved their flocks over the hill and through the circle, sometimes resting in the cool shadows cast by the ancient stones. Everything changed when a stone finger fell, revealing a fissure in the earth. Now, dark shadows caress the circle after the sun sets. Creatures out of nightmare dance upon the hillside at night. Many swear that a unicorn of deepest ebony now hunts all upon two legs who draw near, while stunted creatures scurry in the shadows, abducting sheep from their sheds and drawing them down below ground for food. After the disappearance of a sheperd, fear grows stronger in neighboring villages. Who will brave the black hollow of the ancient Circle of Cahervaniel? Heroes of stern mettle must descend into the cavity and explore the ancient spaces existing there. Product History "The Shattered Circle" (1999), by Bruce R. Cordell, is a generic adventure for AD&D 2e. It was published in January 1999. Origins: Another Generic. After Wizards of the Coast began publishing D&D, their first year and a half of generic adventures were all classic revivals: returns to RPGA tournaments, to classic adventures, and to Dungeon scenarios. Even "A Paladin in Hell" (1998) was a return in its own way, to the demons and devils that TSR had become afraid of. Wizards was staking out new ground by reclaiming the past. "The Shattered Circle" (1999) was the first generic Wizards adventure that was simply a generic adventure, with no deeper origins and no hidden motives. Artifacts of Note. the foundingstone and the harp Euphonious are both one-off named magic items. However, it's sword Icerazor that's the most interesting. It's said to have grown from a shard of Frostrazor — a sword that would only appear ten months later in Return to White Plume Mountain (1999). There, it's listed as one of Keraptis' four implements of power, alongside Wave, Blackrazor, and Whelm — meaning that Icerazor (and this adventure) are just one step removed from White Plume Mountain itself. Monsters of Note: Chitine. It's somewhat curious, given the Greyhawk and Neverness connections, to note that the chitine debuted in MC11: "Monstrous Compendium Forgotten Realms Appendix" (1991). The spider-humanoids have generally been a Realms creature, featuring in bestiaries and histories for that setting. However, they also received a more generic "Ecology of the Chitine" in Dragon #223 (November 1995), which introduced the choldrith, or chitine priestess. This is their major adventure appearance. When asked about pronouncing their name Cordell says that he "can't be 100% sure of the original designer's pronunciation", but he prefers "KI-TEEN". About the Creators. By 1999, Cordell was one of D&D's most prolific writers. He'd previously authored many slightly related adventures, such as The Gates of Firestorm Peak(1996) and the sahuagin (1997) and illithid (1998) Monstrous Arcana adventure trilogies. This conversion guide allows DMs to run the original module with 5th Edition rules. To use this conversion guide you will need a copy of The Shattered Circle, originally available in hard-copy and now for sale in Digital format at the DMs Guild. This adventure is a generic adventure, not specifically based in any existing setting. Suggestions are given in the conversion guide to place the adventure in the Forgotten Realms.

Cover of Villa Loviati
Villa Loviati
5th Edition
Levels 17–20
9 pages
0

On the eve of her wedding, Sita Obarskyr, princess of Cormyr, has vanished. The only clue: an invitation from Irina Ruthven, an avatar of Loviatar. Can the adventurers meet with Irina, face their hidden desires, and help Sita? This adventure explores the theme that avoiding pain is avoiding life. It’s light-hearted, kink-positive, and erotic. Eroticism is a dance with our senses. It’s about anticipation, about wanting rather than getting. It is not pornography, and need not be sexual or romantic. Because the characters’ desires shape the narrative, it is important to talk to your players beforehand. Ask them if desire is something they want to explore in their characters, and if they are willing to share narrative responsibilities with you.

Cover of DDEX03-06 No Foolish Matter
DDEX03-06 No Foolish Matter
5th Edition
Levels 1–4
21 pages
0

Some of the hamlets outlying Hillsfar have been struck by an odd malady. Rumor has it a traveling carnival visited those hamlets before the disease struck. Does coincidence not equal causation or is something sinister afoot?

Cover of Pathfinder Adventure Path #91: Battle of Bloodmarch Hill (Giantslayer 1 of 6)
Pathfinder Adventure Path #91: Battle of Bloodmarch Hill (Giantslayer 1 of 6)
Pathfinder
Level 1
91 pages
0

The Giantslayer Adventure Path begins! In the human town of Trunau, a beleaguered settlement surrounded by the brutal orcs of the Hold of Belkzen, the heroes must investigate a mysterious death. Before they uncover the truth, however, Trunau comes under attack by an orc army, and the heroes must help defend it—only to discover that the situation is worse than anyone realizes. For even the fearsome orc raid is just a distraction allowing a giant chieftain to recover the relics of an ancient giant hero from a tomb long forgotten beneath the town.

Cover of The Temple of Pure Fire
The Temple of Pure Fire
5th Edition
Levels 5–7
8 pages
0

Constructed into the side of an active volcano or buried deep beneath the ground lies the Temple of Pure Fire. Within its walls is enough flame and lava to make even the hardiest of adventures question their decision to pass through its doors. This temple contains grand constructs that have laid dormant for hundreds of years, but stir from their great slumber when they are needed to defend this former place or worship. Grand forges, lava-fueled smelters, and even an obsidian lava transportation vehicle wait within the walls of this ancient temple.

Cover of Into the Dragon's Lair
Into the Dragon's Lair
3rd Edition
Level 10
96 pages
0

Into the Dragon's Lair takes place in the Forgotten Realms setting, and takes place after the novels The High Road and The Death of a Dragon by Troy Denning. The nation of Cormyr tries to rebuild after the death of King Azoun IV, and seeks the treasure hoard of a dragon to fund these efforts and keep the kingdom from falling into chaos. The player characters must find this treasure before all the other seekers.

Cover of Blackwater Redux
Blackwater Redux
5th Edition
Levels 1–5
77 pages
0

Blackwater Redux is an Eberron adventure designed for a group of five characters starting on 1st level. It brings the group to the backwater of Khorvaire, aptly named the Shadow Marches. By the end of the adventure, the characters should reach 5th level or higher. To run this adventure, you need the fifth edition Player’s Handbook, Dungeon Master’s Guide, Monster Manual, and Eberron: Rising from the Last War (RFTLW). Blackwater Redux is a dark, hopeless adventure with strong horror notes. It is inspired by Apocalypse Now by John Milius and Francis Ford Coppola, The Heart of Darkness by Joseph Conrad, and The Call of Cthulhu by H. P. Lovecraft. Consuming these before running the adventure is highly recommended. The adventure’s themes loosely touch on current and past real-world conflicts. If one or more of the players are former or active soldiers, make sure to discuss the campaign’s content beforehand.

Cover of LP-2 The Lost Places: Sunken Tower
LP-2 The Lost Places: Sunken Tower
5th Edition
Levels 1–4
43 pages
0

The Frog People were never a threat before, more of a nuisance really, they would show up once a year steal a few things and drink some ale. Then they would be gone. This year though they did not leave and now they are taking people! The town needs help and it has found it in you and your friends.