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Cover of Funeral Procession
Funeral Procession
3.5 Edition
Levels 1–5
15 pages
0

For months, the brutal serial killer Crimson stalked the streets of Saltmarsh, preying on dozens of men and women. Now the murderer lies dead, but although justice has been done, the danger has not yet passed. A soul as wicked and deprived as Crimson's does not rest quietly, and the local cult of Graz'zt has plans for the coming monstrosity. A D&D adventure for 1st-level characters.

Cover of A2 Secret of the Slavers Stockade
A2 Secret of the Slavers Stockade
AD&D
Levels 4–7
44 pages
0

The battle against the slavers continues! You end your fellow adventurers have defeated the slavers of Highport, but you have learned of the existence of another slaver stronghold, and you have decided to continue the attack. But beware! Only the most fearless of adventurers could challenge the slavers on their own ground, and live to tell of It! Second part of Scourge of the Slavelords (A1-4) TSR 9040

Cover of King of the Cats
King of the Cats
5th Edition
Levels 1–2
13 pages
0

A whimsical, urban romp inspired by the works of HP Lovecraft, Neil Gaiman and TS Eliot. Meet a host of strange and new characters such as the Worg Lord and the Wayside Oracle, while exploring Neverwinter's famous Clockwork Carnival and the notorious Sideshow Alley.

Cover of The Toxic Wood
The Toxic Wood
OSR
Low, Medium Level
32 pages
0

The Toxic Wood is a deadly wilderness adventure for Old School Essentials This hexcrawl adventure focuses on game-able content and being easy to use at the table. It is graphic and art heavy and utilizes a lot of random tables to make it easier for GMs to run with minimal prep. "You have been hired by a secretive council of wizards, who refuse to meet in person with you, to rescue the survivors of Mugwort - a town which was thought to have been destroyed and lies deep within The Toxic Wood. The Wood is corrosive and the air is not safe to breath there, so the wizards have given you a magical orb which will create a safe dome of air around you. The orb must be fed with fuel containing life force to continue operating properly. They have also gifted each of you a less effective necklace which will create a temporary small bubble of clean air around your head as an emergency measure. The Wood became noxious a couple of years ago after a dragon known as Ion moved in. You will have to navigate to Mugwort without Ion noticing if you are to conduct a successful evacuation." The toxic wood is home to many strange entities; spiteful mutated horrors, ancient insectoid witch sisters, bloodthirsty redcaps, a mushroom witch and a corrosive dragon cult. Noxious gases produced by alien plants slowly coil through the air creating an endless red haze. Anything that is not part of the woods lethal eco-system is rapidly corroded, with all evidence of its existence erased within days. Details: 32 pages Single column text 8.5 x 5.5 aspect Black & White Bookmarks Hyperlinks Random tables Hooks and rumors for your players Rules for surviving in the toxic wood using the orb and other means 16 keyed hex locations Backgrounds for characters to aid roleplay New monsters Key NPCs A timeline of events for the DM to structure their sessions around Flora of the wood Random treasure tables Prompts and resolutions for what happens if players take different actions Cursed Items and Powerful Artifacts: Scattered throughout the wood, offering potent abilities but often with dangerous drawbacks.

Cover of The Paradox Engine – A Level 5 Adventure of Time-Bending Catastrophe
The Paradox Engine – A Level 5 Adventure of Time-Bending Catastrophe
5th Edition
Level 5
10 pages
0

A Level 5 Adventure of Time-Bending Catastrophe Part of the Thirsty Tiger Tales series Beneath the crumbling ruins of a legendary arcane academy lies the Paradox Engine—a dangerous temporal device that shattered the very timeline it was built to study. Now, a deranged scholar known as the Mad Chronomancer seeks to rewrite history itself. In this time-twisting dungeon crawl, players must brave unstable magic, flickering echoes of the past, and a rift into the academy’s golden age—where they’ll confront the Mad Chronomancer before his actions doom the future forever. Two-timeline dungeon: Navigate the same vault in both past and present Puzzle rooms with lasting consequences Unstable combat environments and unique timeline hazards A solo boss fight that bends time against the players Includes the Temporal Warp Cloak, a rare magic item that glitches your image through time This one-shot is perfect for groups looking for a high-concept, low-prep adventure with puzzle-solving, combat variety, and an arcane twist.

Cover of A0 - The Rising Knight
A0 - The Rising Knight
OSR
Levels 1–2
20 pages
0

The Drunderry River runs narrow and fast through much of its course, before tumbling into the lowlands beneath the Fallow Hills, in the shadows of the Blacktooth Ridge. From there, the river spreads out across fertile plains, laboring slowly to the south before emptying into the Elmarsh Lake. Until recently this area was unsettled, but a writ of the King's has brought many people to the area. The village of Malforten, nesteld along the banks fo the Drunderry River, near the Fallow Hills, is just such a place. A quiet village with simple people, they learned the hard way the Blacktooth Ridge casts a deep and dark shadow. Seeing rich prizes in cattle and grain, people and other movables, Gritznak the Gnoll has come down from the Blacktooth with loot on his mind. All they've done to drive him off have failed, at their wits end the villagers turn to others, more experienced in combatting evil. They look to a rising knight to save them . . . . Also available for 5E: https://www.drivethrurpg.com/product/160855/A0-The-Rising-Knight--Adventures-for-5th-Edition-Rules

Cover of The Djinni's Ring
The Djinni's Ring
BECMI
Level 3
11 pages
0

A scenario for a single player taking the role of Moonstone, a 3rd-level elf caught up in an Arabian Nights adventure - no Dungeon Master required! It's also possible to use one of your own D&D characters, or even an AD&D fighter/magic-user.

Cover of M4 Five Coins for a Kingdom
M4 Five Coins for a Kingdom
BECMI
Levels 28–32
40 pages
0

This adventure is about a quest to save a city that disappear underneath there feet in a power play by a wizard from another plane. The previous ruling wizards are trapped in magic coins scattered nearby and help defeat the evil wizard on an inverse material plane and end with the players going into the middle of a sun to convince the ruling fire elemental to give the city back. TSR 9204

Cover of Winter's Mourning
Winter's Mourning
5th Edition
Levels 17–20
11 pages
0

A band of heroes is drawn to Icewind Dale following rumours of strange magic and terrible deeds. Auril, the cruel goddess of Winter, has been driven to desperate acts by the death of her daughter, Nalkara. As Auril pursues brutal blood rituals to resurrect her loved one, the quest begins when one of Auril’s oathsmen convinces her to enlist the characters in pursuing a less bloody solution.

The Astral Tower
OSR
Levels 4–6
8 pages
0

The abandoned Tower of Ulvarum Orvernus stands atop an asteroid nearly a quarter mile in diameter, located roughly 5 million miles from the planet’s surface. The asteroid maintains Earth-like gravity and a breathable atmosphere, with habitable temperatures. This is all sustained through the harnessed power of a bound Air Elemental and Earth Elemental. If either of these Elementals are freed, the asteroid’s environment will quickly become inhospitable. The PCs may find themselves drawn to the asteroid through a forgotten portal, seeking a way to return home. Alternatively, they might be lured there by rumors of a powerful item or hidden knowledge within the tower’s extensive libraries. A multi-level tower filled with traps and strange encounters including animated armor, alien plant life, giant spiders, and a doppelganger.

Cover of They Also Serve
They Also Serve
AD&D
Levels 5–7
11 pages
0

Not everything worth stealing is worth cash The party must recover a stolen patent of nobility from a thieves' guild, in order to stop a civil war. Pgs. 12-22

Cover of Dungeon Crawl Classics #3: The Mysterious Tower
Dungeon Crawl Classics #3: The Mysterious Tower
3.5 Edition
Levels 3–5
32 pages
0

The Characters come across an ancient wizard's tower. The nearby keep has been reduced to rubble over the ages, but the tower is in perfect condition. It is surrounded by an impenetrable force field that cannot be breached - not even by the ghost of the long-dead wizard, who has been trapped within for centuries. Surely there must be great treasure within this magical abode. But how to get to it?

The Approaching Swarm - Episode One: Creepy Crawlies
3rd Edition
Levels 8–10
3 pages
0

The Approaching Swarm is a short adventure for four 9th-level characters. 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. This scenario should prove a reasonable challenge for characters from 8th to 10th level. The adventure takes place in a swampland that is near a small settlement. A band of rag-tag settlers have carved out a small settlement, called Crivdall, on the edges of a great swamp that is infamous for its terrible creatures. The area is rich with resources, and the settlers have done well hunting and foraging in the swamps. Unbeknownst to them, however, an insane druid has taken notice of their transgressions and wants them to leave. The druid, Aleretheral, is a half-orc with a curious affinity for insects and vermin. The swamp is home to numerous breeds of monstrous insects, some of which the druid has begun to breed to make them even larger and more aggressive. Through his abilities, Aleretheral has set enormous vermin onto the helpless settlers, preying on them as they venture into the swamp. With autumn rapidly coming to a close, the settlers are becoming desperate as more of their numbers are killed by hordes of marauding vermin.

Cover of Temple of the Opal Goddess
Temple of the Opal Goddess
5th Edition
Levels 5–8
44 pages
0

A noble scion and his retinue from Baldur’s Gate left on an adventure amid much fanfare. That was two weeks ago. Rumours in the taverns suggest only a single soldier returned, bearing grievous wounds and a ransom demand. Is this a simple case of misadventure, or are darker conspiracies afoot? Can you locate and rescue the nobleman, or will you fall victim to the malevolent powers stirring deep within the Temple of the Opal Goddess?

Cover of Saving Sujeira's Soul
Saving Sujeira's Soul
Pathfinder
Levels 1–2
20 pages
0

In this adventure players are set first on a simple task, to solve the disappearance of the local witch before outside forces take an interest. But as the players get deeper, they will rapidly kind themselves on a quest for far more, as they range from an alchemist's lair on a crumbling tower down to a dark swamp full of mystery and danger, seeking a holy relic that might lead them to the outskirts of Hell itself. All in service of the sleepy Village Sujeira and the dusty souls within. 1452: Saving Sujeira’s Soul is an adventure set in northern Portugal on an alternate history Earth during the year 1452, in a world where history is much the same, but for the fact that the Rus are all hirsute dwarves, the hordes that poured out of central Asia were orcish (and half-orcs are mostly janissaries split among the Ottoman Empire’s demesnes), and elves are creatures of rumors and myth. Halflings live among the English and Portuguese in villages and farms, while goblins are pests best left for dead in the wilds between civilized countries. The Church arms its inquisitors with holy blessings, for witches are not mere milk-souring old women but vile devil-pacted souls, and wizards and sorcerers seek human and kine for sacrifices to fuel their darkling magics. There be dragons on the edges of the world, and ogres and sea serpents and giants, but the alchemists of this world know things beyond mortal ken and fight these horrors with science and canny concoctions. Published by Coldlight Press

Cover of WS2.5 The Ruins of Alaxar
WS2.5 The Ruins of Alaxar
AD&D
Levels 3–5
8 pages
0

The Ruins of Alaxar is a companion adventure made to go along with the events unfolding in Folio #15 (WS2 The Forgotten Plateau). It contains the information needed to run a side adventure that will help characters in their exploration of the Sacred Plateau. Smoke still rises from the ruinds of the once mighty citadel of the Corsairs of Uthoria. Now, amid the ruins, the characters find that a deadly force still lurks, and they must end it if they are to find the new location of their quest's last hurdle, the Necrotic Pearl! This adventure is formatted to both 1E & 5E gaming rules.

Cover of Curse of the Rusty Walrus
Curse of the Rusty Walrus
3.5 Edition
Level 8
7 pages
0

A "web Enhancement" adventure for the D&D 3.5 Frostburn supplement. Arctic / Frostfell / Cold Several decades ago, a down-on-his-luck half-elf known as Captain Kerakes lost his ship after a run of bad luck in a game of dice. So when an investor approached him with an offer of a new ship and three-month mission, he jumped at the chance. His new employer was a rich but somewhat miserly nobleman named Jarren Skein. Having heard rumors of the glacier dwarves and their amazing weaponcraft, he had become obsessed with obtaining some of their weapons as trophies. Skein made Kerakes the captain of a ship called the Rusty Walrus and promised him a sizeable commission upon his return with the desired glacier dwarf weapons. The PCs must board the wreck of the Rusty Walrus and defeat the undead that infest it. Later, the ghost of Captain Kerakes begins to wreak vengeance on Jarren Skein s heirs. The PCs must determine the reason for the string of murders and track down the perpetrator.

Cover of Lowdown in Highport
Lowdown in Highport
AD&D
Levels 3–5
26 pages
0

Important: The adventure is 1e but it has monster conversion notes for D&D 4th edition The town of Highport, once a human community overlooking Wooly Bay from its perch on the northern coast of the Pomarj, fell prey to hordes of humanoids swarming out of the jungle-covered hills surrounding the settlement. Though the orcs, goblins, kobolds, ogres, and gnolls razed much of the place in their ferocious rampages, the smoldering ruins they left behind soon became a new kind of community, a place of trade between the humanoid “locals” and the unsavory human traders who have no compunction about doing business with them. Slaves are a commodity in ready supply in Highport’s market, since many pirates raid up and down the coast of the bay, putting fishing villages to the torch and filling their holds with captured refugees. Slavery has become a thriving business in the town, and rumors abound of a cartel of Slave Lords who run things from behind the scenes, filling their coffers in secret from the buying and selling of human chattel. The trade has become so prolific that the good folk to the north have grown tired of these depredations and decided to fight back. Forces of righteousness and honor have recently descended upon Highport, some openly and others in secret, in various attempts to destroy the machinations of the Slave Lords and abolish the abominable enterprise that has taken far too many loved ones from home and hearth. One such doughty servant of goodness is Mikaro Valasteen, a cleric of Trithereon. Mikaro slipped unnoticed past the crumbling walls of Highport with a single mission: to rescue and transport as many slaves to their freedom as possible. Mikaro and a handful of faithful assistants located a number of escaped slaves—as well as rescued a few more not sufficiently restrained and guarded—and shepherded them through the gates and beyond the reach of their humanoid tormentors, returning them to their lands and homes. This covert freedom brigade enjoyed remarkable success early on, since the servants of the Slave Lords were often lax in their vigilance and sloppy in their efforts to prevent loss of the “merchandise.” After one too many shipments never made its destination, the humanoids stepped up their security and the normal channels of escape from Highport closed to Mikaro and his team. He cannot risk exposure by smuggling the freed slaves through the gates as merchandise any longer, since shipments of goods are now regularly stopped and checked. No longer able to free the slaves in that manner, Mikaro began hiding his charges in an abandoned villa in a particularly rundown part of the town. Although they are safe for the moment, their numbers have grown unmanageable, and the priest fears it is only a matter of time before someone slips up and brings slavers to their doorstep. Ever more desperate to find a new means of escape from Highport, Mikaro has started work on a plan that is both daring and dangerous. He intends to use a series of old sewers coupled with natural caverns running beneath the town as an escape route to the sea beyond the walls. But he needs someone to clear out the creatures and pitfalls he knows lie within. Pgs. 2-27

Cover of The Impregnable Fortress of Dib
The Impregnable Fortress of Dib
5th Edition
Levels 1–2
2 pages
0

Suitable for four PCs. Adventure can be finished in one session. Several months back, Dip Halfling-Chewer and his cronies were ejected from a nearby goblin clan for indiscriminate wrestling. Their antics, although hilariously entertaining to themselves, were destructive and dangerous to the rest of the clan. The goblins spent several nights in the wilderness before discovering an abandoned wagon by the side of a trade road. There, the homeless cadre transformed the wagon into distinctly goblinoid fortress. They have had some success in assaulting and looting travelers on the road.

Cover of Far Beyond Greed
Far Beyond Greed
5th Edition
Levels 5–7
13 pages
0

A far realms themed delve into a twisted dungeon complex, filled with unique hazards, creatures and items. This adventure is designed for 4 level 6 characters and should take one or two sessions. Player and GM maps included.