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Cover of Dragon Wing
Dragon Wing
5th Edition
Level 10
12 pages
0

You are a Dragon Wing captain aboard the Storm Chaser, a huge levitating Skycastle fueled by powerful arcane forces and electrical energy harnessed from storms. When a hostile castle appears from behind a large cloud bank, you are tasked to lead a team to infiltrate the enemy stronghold and take it down from the inside. The forces aboard the fast-approaching threat would overwhelm the combatants and defenses of the Storm Chaser; failure is not an option. Dragon Wing is a battle focused one-shot designed for 3-5 players of roughly 10th level. With beautifully designed maps and a fully guided sequence of rooms and areas, your players will infiltrate the giant stronghold, tackle intricate puzzles and tough combat scenarios with an array of monsters.

Cover of The Darkest Night
The Darkest Night
5th Edition
Level 1
8 pages
0

The Darkest Night is a Christmas / holiday themed adventure where players battle an ancient evil to save Kringlefest. This adventure can be used as an outline for any game system, but the specific details are for four 1st-level adventurers using the rules of the 5th edition rules of the world’s greatest roleplaying game. This adventure is designed to provide a short one-shot adventure for inexperienced players or anyone who wants to get into the holiday spirit. * An introduction poem written by Edward McCulloch to set up the adventure * 3 encounters featuring snow people, toy soldiers and a demonic Krampus finale * Various challenges along the way to Kringle's workshop * A fun gift giving conclusion with Kringle at his workshop

Cover of Adventures from the Potbellied Kobold
Adventures from the Potbellied Kobold
5th Edition
Levels 1–9
174 pages
0

Adventures from the Potbellied Kobold provides you with fifteen unique adventures to use as one-shots, additions to your current campaign, or inspiration for a new campaign. We've even included a way to link several of the adventures, allowing you to run a short and quick campaign. The adventures use basic 5E creatures, custom creatures, and several Kobold Press creatures. Each adventure is written for a specific party level, but we've also included suggestions on how to adjust each adventure for a weaker or stronger adventuring party. In addition to fun adventures, you'll also find a few new magic items and NPCs to add to your game.

GK3 Descendants
AD&D
Levels 3–5
22 pages
0

In this adventure, a temple to a snake god that has lasted, yet changed, through the ages. This adventure takes place many years following the events that occur in the fantasy age in UN3 Dungeons. Part of a double dungeon adventure that is set in two fantastic time periods. UN3 Dungeons GK3 Descendants This adventure is formatted to both 1E & 5E gaming rules.

Cover of Gorm the Obliterator
Gorm the Obliterator
5th Edition
Levels 5–10
17 pages
0

Revenants are terrifying. They are powerful and undeterred by magical concealment; if they are slain, their tortured spirits merely seek out new bodies to continue the hunt for their killers. Their only weakness is a ticking timer: they have one year to exact their revenge before their spirits fade from this world. But not Gorm. Gorm has no time limit. Gorm will pursue its target to the ends of the earth, taking new bodies as it goes, in pursuit of its ultimate goal: the utter eradication of its killer’s entire bloodline. Tyrants and Hellions is a Dungeon Master's aide, containing fifteen villains complete with schemes, lairs, backstories, and everything else you need to drop them into your own 5th Edition Dungeons & Dragons campaign. Within its 400 pages you'll also find the methods, both mechanical and thematic, used to create villains that spark the imaginations of your players. Hex is one of these villains, and his adventure takes up 15 pages (pg 94-109). Published by 2CGaming

Cover of MHI - 6 Dingling Brothers Circus
MHI - 6 Dingling Brothers Circus
5th Edition
Level 4
14 pages
0

Your foray on the frontier has been fruitful but you all need a break. As you reach the walled city of Harper's Ridge, you notice that you are not alone on the road as the famous Dingling Brothers Circus is also wanting entry to the city! Looks like you are just in time for a fun festival Finally a break from mayhem!

Cover of The Book With No End
The Book With No End
AD&D
Levels 8–12
24 pages
0

A vanished tome, a faded legend, and the end of the world. Out of the eons, the deadliest artifact. At least one magic-user is required, and fighters and thieves would be very helpful. Magic-users may have a special interest in this quest due to the nature of the item for which they search. Traps and puzzles are a dominant theme, and problem solving is necessary. Pgs. 41-64

Cover of PS5 - Yodel Bluff
PS5 - Yodel Bluff
5th Edition
Levels 4–6
23 pages
0

Your party has finally made it to Queen’s Point only to discover that the military was already aware of the approaching humanoid army and dealt with them. After a rest and training period in the large city you now have to decide what to do next. The large seaport has plenty of options but a curious problem has been brought to your attention. A large giant north and west of the city is harassing the shipping lanes with random boulder tossing. Word has it that a nice reward is available to anyone able to solve this problem. Did I mention a Medusa also has a proposition for the party?

Cover of Pathfinder Adventure Path #25: The Bastards of Erebus (Council of Thieves 1 of 6)
Pathfinder Adventure Path #25: The Bastards of Erebus (Council of Thieves 1 of 6)
Pathfinder
Levels 1–3
92 pages
0

The city of Westcrown is dying. Since being stripped of its station as the capital of Cheliax, the wealth and prestige of the city has gradually slipped away, leaving the desperate people to fend for themselves in a city beset by criminals, a corrupt nobility, and a shadowy curse. Can the PCs fight back against champions of both the law and the criminal world? This volume of Pathfinder Adventure Path launches the Council of Thieves Adventure Path, and includes: - "The Bastards of Erebus," a Pathfinder RPG adventure for 1st-level characters, by Sean K Reynolds - A gazetteer of Westcrown, the shadow-haunted City of Twilight, by Steven Schend - An investigation into the lives of tieflings, along with hundreds of fiendish variations, by Amber Scott - A deadly mystery of nobility and intrigue for Pathfinder Varian Jeggare and his tiefling bodyguard Radovan in a new series of the Pathfinder's Jounal, by Dave Gross - Six terrifying new monsters by Mike Ferguson, Sean K Reynolds, and F. Wesley Schneider

Into the Forsaken Temple's Crypt - Episode One: Gather, Gloom
3rd Edition
Level 10
4 pages
0

Into the Forsaken Temple's Crypt is a short adventure for four 10th-level characters. The adventure takes place in a buried temple crypt, which has been sealed for centuries. Dungeon Masters can adjust it for higher-level characters by expanding the dead magic areas and increasing the number and power of constructs and undead that inhabit the complex. Some things are best left untouched, and some secrets are best left untold. One such secret is the location of the resting place of the traitor Ellowyn Blacktree. Her body has lain undisturbed for centuries, undead but immobile, in the prison the elves created for her. The elven histories tell that Ellowyn was a powerful wizard back in a time beyond human reckoning. While others worked diligently to learn magic, Ellowyn's arcane powers came to her quickly. In her youth, she called this a blessing from Corellon Larethian, and she worked diligently to serve him for the good of all elvenkind. In time, she became one of seven female elves entrusted with the care of a mythal, or elven place of power, devoted to preserving the balance of magic and nature. But Ellowyn, it is said, kept a terrible secret of her own: She had fallen in love with a drow whom history knows as Orith To'rellen. One dark winter night she betrayed her sisters, Corellon, and all of elvenkind by allowing Orith and the followers of Lolth to overrun and defile the mythal. Ellowyn herself was then betrayed by the drow, who abandoned her on the surface near a vampire's lair as they returned to their home in the Underdark, leaving her to face certain death and elven justice alone. In the depths of their grief and anger, the elves sentenced Ellowyn, perhaps unwisely, to dwell forever in the darkness that she had chosen, thus ensuring that she never followed the normal path of life and death that most elves take. Many elves died at her hands before they could restrain her. With terrible spells rarely seen even in that ancient time, they bound her in an underground crypt far away from any living thing. There, the legends say, she waits, nursing a terrible hatred against elves, drow, Corellon, Lolth, and especially Orith To'rellen.

Cover of Pathfinder Adventure Path #32: Rivers Run Red (Kingmaker 2 of 6)
Pathfinder Adventure Path #32: Rivers Run Red (Kingmaker 2 of 6)
Pathfinder
Level 5
100 pages
0

A Pathfinder Roleplaying Game adventure for 4th-level characters, this volume of Pathfinder Adventure Path is part 2 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 7th level by the end of this adventure. The PCs receive a shipment of funds, materials, and colonists from Brevoy and beyond, along with instructions to build a town and attract more pioneers to their nascent country. Having already explored the northern reaches of their new domain, the PCs must now venture into the wilds to bring the rule of law to the south. Wicked fey inhabiting a ruined keep, undead haunting an ancient barrow mound, and others must be defeated to make the region ever more secure. Along the way, the PCs might also have the opportunity to ally themselves with some of the region’s local residents, including the dryad druid Tiressia, her satyr consort Falchos, and a band of gnome explorers called the Narthropple Expedition. In addition, the PCs will be called upon to mediate between two rival factions in the area: a group of independent loggers and the angry fey sorceress who opposes them. As they explore, evidence that a group of trolls is stirring up trouble in the region becomes apparent. Meanwhile, the PCs must deal with events within their burgeoning kingdom—a rabble rouser seeks to oust the PCs from their positions of power, the secretive cult of the hag goddess Gyronna has infiltrated the town, and a werewolf is preying on the townsfolk. All of these events build to the adventure’s twin climaxes: the sudden assault on their capital city by an owlbear of unprecedented size and the expansion of Hargulka’s trolls into the north. Faced with danger on multiple fronts, the PCs must draw upon all of their resources and bravery to become the undisputed rulers of the Greenbelt.

Cover of A Darkness Gathering
A Darkness Gathering
AD&D
Levels 7–9
32 pages
0

Something is very wrong in Stormport: Corruption runs rampant among city officials, more and more people turn up missing every day, dark prophesies of Change convert new believers, and rumors persist of a demonic beast with a taste for human flesh that stalks the alleyways. Worse yet, spring is overdue; winter refuses to relinquish its icy grip. Only one vile force could cause such chaos: The illithids have risen up once again, ready to enslave the surface races. Now, as never before, the world needs great heroes, mighty adventurers who will challenge the illithids; dark agenda. A Darkness Gathering is the first of an adventure trilogy (continuing with Masters of Eternal Night and concluding in Dawn of the Overmind) that pits brave adventurers against the brain eating mind flayers. Dungeon Masters can run each individual adventure of the trilogy separately, or they can be linked together to form a seamless, epic-length adventure.

Cover of Moonless Night: The Defense of Goblin’s Tooth part I
Moonless Night: The Defense of Goblin’s Tooth part I
AD&D
Levels 1–3
44 pages
0

Moonless Night is an adventure module composed of short adventures which are compatible with both the first and second editions of the Advanced Dungeons and Dragons game. The adventures are designed with novice players and dungeon masters (DMs) in mind; more experienced gamers may find the action too scripted, the dangers too forgiving, and the plot too linear for their tastes. In such a case, the DM is encouraged to expand, revise, and delete as necessary.

Cover of The House That Cannith Built
The House That Cannith Built
5th Edition
Levels 3–4
37 pages
0

Amidst the misty, mournful waste stands a house unaffected by time. The secrets hidden inside could change the world or remain buried in obscurity. The mission of your party is to head there and retrieve all valuable papers and artifacts. But what could await on the way through the lands of distorted magic? Nobody knows for certain. This adventure is designed for a team of four 3rd-level characters. Estimated time: 2–3 sessions, 4–6 hours each. This adventure is focuses on exploration of the Mournland, all that is left from the kingdom of Cyre.

Cover of H1 Bloodstone Pass
H1 Bloodstone Pass
AD&D
Level 15
56 pages
0

This adventure is designed for use with the Advanced Dungeons & Dragons game and the AD&D Battlesystem Fantasy Combat supplement. It cannot be played without these games This is the first Battlesystem supermodule. The tiny village of bloodstone pass s menaced by an army of thousands of brigands - orcs, goblins, giants, and human renegades led by a powerful assassin. Outnumbered and helpless, the villagers must pay tribute in gold, food...slaves. Two villagers have traveled far to find aid for their people. They have turned to you, brave and powerful adventurers, as their only hope they cannot afford to pay more than a few silver pieces a day, but their need is great. You are invited to save the people of Bloodstone Pass. Can you organize a defense, train and equip the peasants, recruit allies, gather intelligence?and win the war? Bloodstone Pass is an exciting good aligned, high-level (15+) adventure that combines role-playing with the thrill of mass combat. TSR 9122

Cover of A Hitch in Time
A Hitch in Time
AD&D
Levels 7–10
11 pages
0

A trap that perhaps works too well. No matter how much loot you take, you never took anything at all. Confused? Wait until you try this dungeon. The players are hired to investigate and clear a tomb of a time wizard. This tomb is heavily guarded both by creatures and traps, and some sages are concerned that the defenses are lasting longer than they were supposed to. Unknown to the sages, the wizard, Sur-in Am, bound a time elemental to guard the treasures of the tomb. This guardian's duty is to frustrate robbers by returning stolen items to their original place and also reset traps in the tomb. Pgs. 26-36

Cover of L1 The Secret of Bone Hill
L1 The Secret of Bone Hill
AD&D
Levels 2–4
28 pages
0

Danger Lurks in the Lendore Isles. Bands of evil creatures prowl the hills overlooking the town of Restenford. Now you have come to this sleepy little village looking for adventure and excitement. You seek to fathom the unexplored reaches of Bone Hill and unlock the mysteries of Restenford. TSR 9045

Cover of H3 The Bloodstone Wars
H3 The Bloodstone Wars
AD&D
Levels 17–20
32 pages
0

What strange role does Orcus, Prince of the Undead, play in the invasion of the peace-loving Damara? And what interest does the Grandfather of Assassins have in the tiny barony of Bloodstone Pass? With this adventure, your player characters inherit an entire barony - with a recently-reopened mine that produces immense wealth. Wealth enough to attract the dangerous attention of their neighbors...wealth enough to attract the attention of the Witch-King of Vassa...and Orcus himself! Now, your tiny barony is the pivotal point in a war that threatens to engulf the entire Forgotten Realms. Take command, and defend yourself against the encroachment of the evil, demonic forces of the nightmare realm of Vassa. A large, four-color map of the region makes your new realm come alive. Wild and wooly BATTLESYSTEM scenarios (with options if you're not into miniatures) give you the full range of battlefield excitement! Come learn why high-level AD&D game play can be much more than just monster bashing. The Army of Bloodstone wants you! TSR 9200

Cover of Jakandor, Land of Legend
Jakandor, Land of Legend
AD&D
Levels 2–7
144 pages
0

The battle for Jakandor is joined as two cultures clash - fierce barbarians and powerful wizards who both believe their destiny is to destroy the other! In such struggles legends are forged! Jakandor, Land of Legend brings the epic struggle of the Jakandor ODYSSEY trilogy to its startling climax. The Knorr and the Charonti are embroiled in a blood feud to claim ownership of their island home: Here are the legendary battles that will either unite two nations or destroy them. This product presents an anthology of adventures and the tools to run an exciting campaign in this land of feuding barbarians and wizards. Additional sites, details of Jakandor's wilderness, and expanded random encounter charts are part of the package. A full-color map features the first true view of the island, combining the Knorr east with the Charonti west. The adventures, adaptable to either society, allow players to explore both the Knorrman and the Charonti cultures. Included is a scenario to help DMs add Jakandor to their existing AD&D campaigns, as well as a large adventure that explores an extensive underground ruin. Finally, rules are presented for battles between the gigantic magical constructs of both cultures. Contains 7 adventures: Island of Fire, Island of Death Vengeance at the Great Drum Amid the Ruins Siege of the Magelord Home Again, Home Menu for Adventure When Titans Clash TSR 09472, From 1998

Cover of DDAL05-03 Uninvited Guests
DDAL05-03 Uninvited Guests
5th Edition
Levels 1–4
31 pages
0

The Shrine of the Axes has been restored and Raggnar Redtooth, who previously conspired with dragon cultists, is trying to restore his reputation in Parnast by sponsoring a feast. There is just one thing he needs, meat for his feast. Game is supposed to be plentiful in the Weathercote Wood, but the townsfolk are all busy with their own work, and the minions of Bad Fruul are still out there causing trouble. What can go wrong on a simple hunt?