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The Approaching Swarm - Episode Two: Caught in the Web
3rd Edition
Level 9
3 pages
0

The Approaching Swarm is a short adventure. The party can consist of any mix of classes, but it should include at least one character that is good in wilderness settings, such as a druid, ranger, or barbarian, and at least one cleric. The adventure takes place in a swampland that is near a small settlement. The characters have just arrived in the small settlement of Crivdall, which is a fort on the edge of a huge, dangerous swamp. In the dead of night, a small armada of monstrous vermin attacked the characters and their hosts, and the PCs may have spied a mysterious figure that controlled their actions.

Cover of Pathfinder Adventure Path #36: Sound of a Thousand Screams (Kingmaker 6 of 6)
Pathfinder Adventure Path #36: Sound of a Thousand Screams (Kingmaker 6 of 6)
Pathfinder
Level 15
96 pages
0

A Pathfinder Roleplaying Game adventure for 15th-level characters, this volume of Pathfinder Adventure Path is part 6 of 6 of the Kingmaker Adventure Path, in which the heroes win and defend a small kingdom from threats foreign and domestic. PCs should advance to 17th level by the end of this adventure. This adventure begins after the War of the River Kings has ended—the PCs, be they the war’s victors or losers, are faced with the task of rebuilding their kingdom or perhaps helping to rebuild Pitax. Yet soon after the war is over, a new peril strikes the region as strange monsters and violent bursts of rapid vegetation growth and bizarre weather plagues the Stolen Lands. At the same time, the PCs learn that one of the treasures discovered in Pitax’s House is a nascent vorpal sword, a weapon of immense power, and as the strange weather and blooms of life and monstrous incursions increase, so does this sword’s intelligence and power. The PCs soon learn that their kingdom faces an invasion, but this time not from the physical world. Some fell force from the legendary First World is attempting to expand into this world, and when the PCs begin to fight back against these verdant blooms, they discover that it’s possible to step from this world into the First World realm of Thousandbreaths. There, the PCs face powerful new threats unlike anything they’ve seen before, and learn that the dangers facing their kingdom are even greater than they feared, for the fey ruler of Thousandbreaths is about to absorb the Stolen Lands into a bauble for her own purposes, an act that would scour clean the region and leave behind nothing but a wasteland.If the PCs hope to save their new kingdom from this threat, they must combat the nymph queen Nyrissa both by stopping the various blooms in their kingdom and by traveling into Thousandbreaths itself to confront the dangerously insane nymph.

Cover of Shadows of the Last War
Shadows of the Last War
3.5 Edition
Level 2
34 pages
0

Lost within the ruined House Cannith citadel of Whitehearth, an arcane workshop somewhere in the perilous Mournland, is the key to constructing a terrible magic weapon. Agents of the Emerald Claw will stop at nothing to recover the ancient device. As malevolent forces hunt for the artifact, only the most resourceful heroes will reach Whitehearth first and discover the secrets that lie within. "Shadows of the Last War" is a stand-alone adventure for the Dungeons & Dragons game that will immerse your characters in the Eberron campaign setting. Designed to challenge 2nd-level D&D heroes, it pits them against one of Eberron’s most nefarious organizations.

Cover of The Dark Tide of Damodan
The Dark Tide of Damodan
5th Edition
Levels 5–8
31 pages
0

The Dark Tide of Damodan is an underwater rescue adventure, where time is of the essence. A mysterious disease is killing of locals and visitors alike in the port town of Havenword. While the adventurers are in town, Havenword is attacked from the sea by nasty fish-headed creatures. After the battle, the characters learn that the creatures dragged off several townsfolk. They have been tasked with finding the captives and returning them safely. The only problem...they were taken out to sea. The characters must delve into the depths into an underwater keep to rescue the captives. Using the knowledge the captives to help locate one another, all the while, avoiding the sinister Damodan's forces. Will the characters turn the tides in their favor? Or will they swim with the fishes? Published by Crit Academy

Cover of To Cure a Kingdom
To Cure a Kingdom
AD&D
Levels 5–8
18 pages
0

A prescription for evil. The king's question is, "Do you make house calls?" To Cure a Kingdom is an adventure for ADnD, set in and around a small city state that is suffering from a deadly disease of magical origin. The party must set out into the swamps in search of a cure. Features monsters with psychic powers as well as extra-dimensional travel. Adventure may be connected to further Underdark adventures with relative ease. Pgs. 8-25

Cover of CCC-PDXAGE-02-01 The Dark Hunt
CCC-PDXAGE-02-01 The Dark Hunt
5th Edition
Levels 5–10
22 pages
0

The village near Oreclasp Keep has been reporting brutal owlbear attacks that have left people missing or dismembered. Lord Oreclasp has placed a bounty for every owlbear beak brought to Oreclasp Keep. The villagers don’t suspect the deeper problems brewing in the land.

Cover of ROS2.5 Test of the Tower
ROS2.5 Test of the Tower
AD&D
Levels 2–5
9 pages
0

Driven by Molo of the Five Wives, this adventure revolves around a test to determine membership into the famed Wizard's Conclave. Does the party have what it takes to pass this test, thus gaing them much needed access to the Conclave's resources? This adventure is formatted to both 1E & 5E gaming rules.

Cover of Heart of Stone - One Page Adventure
Heart of Stone - One Page Adventure
OSR
Levels 3–8
2 pages
0

One page adventure, one page map. On the edge of a lake/ocean’s windswept field/forest, outside of his small stone home, a very old, callous human magic user, Cyfrin the Wrathful, summoned an invisible stalker in a magical binding circle. First he began to taunt the stalker, proclaiming his dominance over it, describing its powerlessness to do anything but carry out the old spell caster’s will. Next, Cyfrin dispelled its invisibility, ordering it to execute his plan. In Cyfrin’s excitement, he gazed upon the stalker’s now visible, horrifically impossible face - and abruptly suffered a stroke, dying on the spot. Still imprisoned, the stalker wants freedom. Will the PCs help it? Adventure hooks provided. Published by Wicked Cool Games

Cover of The Disappearance of Esme
The Disappearance of Esme
5th Edition
Levels 2–4
25 pages
0

The Disappearance of Esme is a short adventure for four or five characters of 2nd to 4th level. It will take a party from an ancient forest to a magical island at the fringe of the Feywild to the Feywild itself. As a standalone one shot, it is possible to complete it within a session of six+ hours. However, it is ideally played over two or even three sessions so that the players have time to absorb all that is happening and make decisions with more care. It can be placed within any setting where travel to the Feywild is a possibility. Features A painstakingly crafted 25 page full-color and fully illustrated PDF, a printer friendly B&W version, and a tested for screen readers accessible version A customisable, standalone adventure with opportunities for exploration, skill challenges, NPC interactions and combat Multiple entry and exit points, suggested developments for many different pathways Well rounded, complex NPCs with old school portraits Tooth Fairies, Flying Monkeys and Foglings: custom monsters with stat blocks A colorful battle map with both DM and player versions and separate monster and environment art assets

Cover of The Rose of Jumlat
The Rose of Jumlat
AD&D
Levels 3–7
21 pages
0

By any other name A jewel rose has been stole and its up to the PCs to recover it in this arabain themed adventure. Pgs. 28-47 & 65

Cover of Dread Pagoda of the Inscrutable Ones
Dread Pagoda of the Inscrutable Ones
3.5 Edition
Level 10
18 pages
0

Atop a distant mountain peak, a monstrous entity plots dark deeds. The final chapter of the Seeds of Sehan campaign arc. "To a mind that is still, the whole universe surrenders." Chuang-Tzu. Pgs. 30-47

Cover of The Distraction
The Distraction
3.5 Edition
Level 3
12 pages
0

A bad of settlers awaits certain death upon the vicious blades of massing gnoll hordes. Can the PCs distract the ravenous army of savage humanoids long enough for reinforcements to arrive? A D&D adventure for 3rd-level characters.

Cover of SM13 The Tomb of Firkin
SM13 The Tomb of Firkin
OSR
Levels 3–5
44 pages
0

The Tomb of Firkin is a challenging and varied Dungeon Tomb-Raid from Dunromin University Press Designed for 6 to 10 adventurers of 3rd to 5thlevel, this is a Tomb dungeon scenario with a more to it than just Undead. Suitable for any OSR flavour and 1st and 2nd Edition D&D. Thelkor Boghammer and his band of Dwarven murder-hobos opened up the tomb of the Gnomish Firkin family a few months ago. They had a bad time of it and the sole survivor, Tutlin, is drowning his sorrows and desperate to sell the map he made of the tomb to any eager adventurers he comes across. His map contains a clue to a secret way he never realised was there – can any more noble adventurers decipher the clue and find the riches without being slaughtered by the Undead guardians? Or, failing that, could your characters do it? ;-) The Tomb of Firkin is more than just another tomb; hidden in the depths are a humanoid tribe and a secret cult based on geometry. The adventure is 44 pages with quality maps and illustrations to help you visualise the encounters. The style is based on minimal set-up, total carnage, maximum fun - the Tomb of Firkin would also work as SOLO PLAY! SM13 The Tomb of Firkin is available in pdf, softback or hardback Print On Demand at amazing value for such a quality product! But the best quality playing aids at the best possible prices is what we do at Dunromin University Press...

Cover of DDAL04-10 The Artifact
DDAL04-10 The Artifact
5th Edition
Levels 5–10
21 pages
0

An expedition to the Amber Temple reveals another major minion of the enemy and uncovers a secret weapon that may help defeat them. Part Ten of Misty Fortunes and Absent Hearts.

Cover of No Salvation for Witches
No Salvation for Witches
OSR
Level 1
64 pages
0

England, 1620. To strike a blow against the Patriarchy, six women perform a dangerous rite in an abandoned priory.  Through dance, they commune with Terpsichore, Greek muse and patroness of dancers. Starving demons slither across the moors; monstrous nuns shriek in the infirmary; and within the Attic, a great unraveling awaits. The fate of the world rests in the hands of the players. Will they bring about an egalitarian utopia? Will they skulk away in the night, pockets bulging with treasure? Will they bring about the destruction of all things? Will they find the Tract of Teratology, a randomly-generated creature-summoning ritual with 3.6 quadrillion combinations? After this adventure, nothing will be the same. An adventure for Lamentations of the Flame Princess Weird Fantasy Role-Playing and other traditional role-playing games. Writing by Rafael Chandler Cover Art by Jason Rainville Interior Art by Jason Rainville and Ian MacLean Cartography by Ian MacLean Layout and Design by Sarah Richardson

Cover of Be All My Sins Remember'd
Be All My Sins Remember'd
5th Edition
Levels 17–20
10 pages
0

The kuo-toa are a piscine race with a psychic affliction that makes them behave erratically and invent gods when feeling threatened. That same affliction gives them the power to bring those gods to life. Blibdoolpoolp is the most widely worshipped, and thus most powerful, of their gods. Blibdoolpoolp views the kuo-toa as her children despite having been born after them. Like all good mothers, she nurtures and protects. One of her chief concerns is understanding the kuo-toa’s psychic affliction, which causes them to undermine themselves whenever they strive for greatness. She discovers that a corrupted elder brain deep in the Underdark has a connection to the race; though the connection gives them psychic powers, it also turns them into powerless thralls, explaining their self destructive behaviors. Constrained by the same leash on her children, Blibdoolpoolp seeks adventurers to destroy the elder brain. Its death would free the kuo-toa, but potentially at great cost: if the kuo-toa lose their powers, will Blibdoolpoolp die?

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

Cover of Bzallin's Blackspher
Bzallin's Blackspher
AD&D
Levels 12–15
24 pages
0

Into the void. It all started with two wizards feuding now a sphere of annihilation and a daemon princess threatens the whole town. It is up to the party to stop things before the city is destroyed. Pgs. 24-47

Cover of The Camp Clearwater Massacre
The Camp Clearwater Massacre
5th Edition
Levels 2–5
? pages
0

There’s someone out there. Lurking in the woods. Hacksaw in hand. Eager to draw the blood of those who dare tread within its lair. Its lair: Camp Clearwater. Any other summer, Camp Clearwater is a haven for young, aspiring adventurers to hone their skills and relax with others like them. But this year it’s different. Bodies are turning up. Teenagers are running for their lives. There’s blood on the water. Can the characters save the counselors and campers from the Camp Clearwater Massacre? The Camp Clearwater Massacre is a Fifth Edition adventure designed for four 3rd-level characters but can be adjusted for three to five characters of 2nd- to 4th-level. The adventure works particularly well in horror-themed Fifth Edition games, especially those involving shadowy realms where a single evil presence acts as the domain’s dark lord or lady.

Cover of Forest of Doom
Forest of Doom
AD&D
Levels 4–7
16 pages
0

For as far back in time as the tales of history stretch, the area bordering what is now the Lands of Launewt has been a foreboding, practically impenetrable forest. When the lords who ruled the various borderlands united to form the Council of Launewt a century ago, the forest was in the same physical condition as it is now: thick, dark, and expansive, said to be so dense at the center that sunlight pervaded the foliage only on the brightest days. Pgs. 41-56