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Cover of XL-1 Quest for the Heartstone
XL-1 Quest for the Heartstone
BECMI
Levels 5–10
32 pages
0

The King is dead! And the queen is in trouble. She has chosen you to find the fabled heartstone, which is buried somewhere deep in the Mountains of Ice. Is the gem I the hands of the corrupt Master Thief? Has he harnessed its powers for his own vile purposes? Or does it lie unguarded in the frozen ranges to the north, which teem with horrible creatures? This is your kind of quest! Quest for the Heartstone is a combined wilderness/dungeon adventure designed to be compatible with the Advanced Dungeons & Dragons Action Toys from LJN Toys, Ltd. and the Advanced Dungeons & Dragons Fantasy Adventure Figures from TSR, Inc. The adventure also includes complete maps, new monsters and players' illustrations. Will the heartstone be the key to peace in the kingdom? By her majesty's request... it's up to you to find out! TSR 9114

Cover of Deep in the Vale
Deep in the Vale
5th Edition
Level 1
13 pages
0

The set-up is interesting in a way – the PCs are plain folks of the Vale, everyday people, and the module begins promising, with the Thor-ordained sporty trek around the vale that inevitably results in trouble. The module, obviously, tries to chronicle the step from everyday-Joe/Jane to hero and the tidbits on culture provided are intriguing. But this, as much as I’m loathe to say it, is one of the worst modules FGG has ever released. If I didn’t know any better, I wouldn’t expect Mr. Ward’s pen at work here. Let me elaborate: The premise, is unique and hasn’t been done much recently, but it suffers from this being an adventure – to properly invest the players in the setting a closer gazetteer, nomenclature, suggested roles and origins for casting talent – all of that should have been covered. They’re not. Worse, everything here is a) clichéd and b) a non-threat in the great whole of things.

Cover of NQ4 - Reclamation of the Audacity
NQ4 - Reclamation of the Audacity
5th Edition
Levels 3–5
20 pages
0

After several successful adventures, you and your associates have found safe haven in the city of Acre in Dilad. While you enjoy a meal in “The Hole”, you learn of a recent theft of a merchant ship. A Captain Ibanez approaches your group and offers a job opportunity to get the missing ship back!

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 Thieves in the Forest
Thieves in the Forest
3rd Edition
Level 1
28 pages
0

Only True Heroes Can Find Honor Among Thieves … They lurk in the Ralferst Forest, striking out at all who pass through, robbing traders, assaulting farmers, even killing with impunity. Working from a secret base deep in the forest, a band of thieves has struck fear into the heart of Brandon's Bridge, the little village at the crossing of the Azure River. But now a band of heroes has come, seeking glory and adventure - heroes that might just be up to the challenge of driving away the Thieves in the Forest. Thieves in the Forest is a beginner-friendly, introductory OGL adventure. It features: A wilderness adventure segment featuring the Ralferst Forest, a dense wood crisscrossed with paths and fraught with perils. The nature of the forest and paths makes it easy for less experienced players and GMs to deal with this non-dungeon environment. A double-sided, fold-out poster map (17" x 22") of the thieves' hideout - an ancient ruined temple - suitable for tabletop use with miniatures or counters, for easier handling of tactical combat. Maps created in Profantasy Software's Campaign Cartographer 2, and available for download on the Atlas Games website. GMs can customize and manipulate these maps themelves, if they own CC2, and integrate them into their own game worlds. Published by Atlas Games & Truant Spiele

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 SD13 - Garnet Gorge
SD13 - Garnet Gorge
5th Edition
Levels 12–14
24 pages
0

This scenario was originally designed for five PCs of 13th level as a one-shot. A string of successes by the party has resulted in a high demand for their services. This new challenge involves an intrusive Ancient White Dragon extorting funds from the countryside of San Doral. Can your party cross Garnet Gorge and show this nasty Wyrm who’s the boss?

Cover of Mists of Akuma: The Yai Sovereign of Storms
Mists of Akuma: The Yai Sovereign of Storms
5th Edition
Levels 7–8
28 pages
0

Soburin’s human nobility are not the only rulers that are in need of outside agents since the corrupting fogs reappeared; even oni warlords have found the Mists of Akuma to bring challenges, obstacles, and threats beyond their ken. Yona, the undisputed master of the secret city of Tsukisasu, lost control of her throne only a few weeks ago to a strange creature that capered out of a storm intermingled with the supernatural haze, and her agent Xiqzoxix is keen to remove the usurper as soon as possible. The PCs are the group ze has chosen for this momentous task and should they accept the oni bengoshi’s offer, a deadly set of trials await them on top of the mountain—though the longer they dally, the more powerful their adversary grows. To defeat Obiemashita the party will have to first find Tsukisasu, covertly investigate the town, and then disrupt the yai sovereign of storm’s rituals and slay it before all hell breaks loose, spilling untold violence down onto the already embattled lands of the prefectures below! Will you conquer Tsukisasu or be subsumed by the storm? In The Yai Sovereign of Storms you’ll find… A monstrous adventure set in Mists of Akuma, an eastern fantasy noir steampunk campaign setting for the latest edition of the world's most popular roleplaying game The secret monstrous city of Tsukisasu and a collection of its oni citizens 2 maps by cartographer Mike Myler: the hidden settlement of Tsukisasu as well as Yona’s Fortress The Mists of Akuma themselves and the new misted condition 2 new attributes to posit the unique aspects of the campaign setting in the minds of your players: Dignity and Haitoku The adeddo-oni template and 10 new monsters: adeddo-oni hunchlings, adeddo-oni samurai, adeddo-oni ninja, gaki, hebikontorra, monsuthant, tikbalang, Xiqzoxix the oni bengoshi, the Katana of Rizushi Kantaro, and the Yai Sovereign of Storms Obiemashita

Cover of Descent Into Dreams
Descent Into Dreams
5th Edition
Levels 1–5
10 pages
0

The lord of a local realm is having his council members systematically killed or cast out for treason with little to no evidence to support the claims. This has been occurring for some time and a local shaman by the name of Borjah thinks he knows the cause. In his visions, he has seen a strange spirit shifting the shadows, a puppet master using the lord as its personal servant by warping his mind. This entity is slowly gaining power in the city and increasing its dominance over Lord Kestyl. Borjah attempted to warn the council of this corruption, but all those he informed ended up dead a few days later, so now he is taking matters into his own hands . . . with a bit of help from some willing adventurers of course. Borjah has a few strands of Lord Kestyl's hair, enough to create a strange potion for the party to consume. A potion that will link their minds to that of the lord and be able to fight back against the corruption that has taken hold. All they need to do is wait until his mind is at its most vulnerable . . . when he is asleep. Then, and only then, they can plunge into the mind of this once nobleman and drive back the forces of darkness that threaten to destabilize the entire political landscape of the area. The potion is powerful. Dying while in this dream state cause such severe mental trauma that it usually results in the death of that individual in the real world, so the party will need to be careful. The rules of the normal world don't necessarily apply in the realm of dreams, and as they close in on the entity things are sure to grow more and more chaotic and illogical. Find out if your players have what it takes to fight back against an invisible evil using nothing but their strength of will!

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.

Cover of The Complete Roslof Keep Campaign
The Complete Roslof Keep Campaign
AD&D
Levels 1–12
134 pages
0

"...Night fell again on the ancient keep, whatever had been relegated to life below the surface for so many years finally finding its way to the streets and only the Company of the Ivory Scimitar has a chance to stop it." Follow the exploits of the Company of the Ivory Scimitar as it starts from nothing to become the greatest Mithel company in history. Brave the dangers within the intelligent labyrinth of the mad fey Mithelvarn. Fight enemies both above and below ground, enter the wildlands, wage war against an insidious corruption, and finally take the plunge into a sunken dungeon. Can you and your players find a way to outwit your competition for the ultimate prize, immortality, or will the Infernal Machine win out and destroy the entirety of Roslof Keep? This fully compiled mega-adventure is compatible with 1E and 5# mechanics and will take characters from 1st level through the mid-teens. For beginners and experts, players and DMs, this book provides all a gaming group needs to run the complete Roslof Keep Campaign including new races, monsters, dungeons, side-adventures, and more. Will you be the first to conquer mad fey Mithelvarn's Labyrinth? Contains: ROS1 Beneath Roslof Keep ROS 1.5 Welcome to House Aldenmier ROS2 Tremors in the Machine ROS 2.5 Test of the Tower ROS 3 The Curse of the Violet Corruption! ROS 3.5 Dire Run to House Fleetwood! ROS 4 Glade of the Burning Dead ROS 4.5 Hammer's Fall in Anarchy ROS 5 Deep Dive in the Flooded Halls! ROS 5.5 The Mithel Company Champion ROS 6 Realms of Madness and Despair! ROS 6.5 The Final Banner Races of the Nameless Realms, 1E & 5E blank Character Sheets, Iconic Characters These adventures are formatted to both 1E & 5E gaming rules.

Cover of Hellgate Keep
Hellgate Keep
AD&D
Levels 9–12
38 pages
0

Hellgate keep - a name that once made the boldest of heroes shudder in fear - was long ago known as the fair citadel of Ascalhorn, a haven for elves and humans. The the demonic horde of bateezu and tanar`ri destroyd all remnants of real cicilization and turnet it into a den of malevolence. Today, the citadel lies ruined. The mistmaster and the harpers destroyed the keep and ended its centuries-long reign of evil...or so they believed

Cover of Scourge of the Howling Horde
Scourge of the Howling Horde
3.5 Edition
Level 1
32 pages
0

A new D&D adventure for first-level characters. Scourge of the Howling Horde is a D&D adventure for first-level characters that pits heroes against a menacing tribe of goblins and their monstrous allies. It showcases a new encounter format designed to help Dungeon Masters run memorable encounters more easily. It also includes sidebars that contain useful advice such as differences when running the adventure for new players or for seasoned players.

Cover of SQ3 - Hatadage Cult
SQ3 - Hatadage Cult
5th Edition
Levels 1–3
17 pages
0

SQ3 – Hatadage Cult takes a group of initial adventurers on their first challenge. This short adventure allows a group of new or low level PCs hear news of a kidnapping from a nearby thorp. Role playing will be key to learning more about the disappearance before heading into the hills near some old ruins. This is the site of a group of cultists that have kidnapped the young woman and mean to use her in a sacrifice!

Explorer's Guide to Wildemount
5th Edition
Levels 1–3
304 pages
0

Create your own Critical Role campaigns with this sourcebook for the world's greatest roleplaying game! Explorer’s Guide to Wildemount provides everything you need to play Dungeons & Dragons on the continent of Wildemount (set within the world of Exandria)—a land of war, betrayal, and swashbuckling adventure. Comprised of four regions, Wildemount provides endless potential for adventure in a land of brewing conflict and incredible magic. Rising tensions boil over into all-out war between the politically dubious Dwendalian Empire and the light-worshiping wastefolk of Xhorhas, supplying a vibrant backdrop for any D&D campaign to explore. Uncover a trove of new options usable in any D&D game, featuring subclasses, spells, magic items, monsters, and more, rooted in the adventures of Critical Role—such as Vestiges of Divergence and the possibility manipulating magic of dunamancy. Start a campaign in any of Wildemount’s regions using a variety of introductory adventures, dozens of regional plot seeds, and the heroic chronicle system—a way to create character backstories rooted in Wildemount. Explore every corner of Wildemount and discover mysteries revealed for the first time by Critical Role Dungeon Master, Matthew Mercer. Includes: Frozen Sick: https://www.adventurelookup.com/adventures/frozen-sick Unwelcome Spirits: https://www.adventurelookup.com/adventures/unwelcome-spirits Tide of Retribution: https://www.adventurelookup.com/adventures/tide-of-retribution Dangerous Designs: https://www.adventurelookup.com/adventures/dangerous-designs

Cover of C3 The Lost Island of Castanamir
C3 The Lost Island of Castanamir
AD&D
Levels 1–4
32 pages
0

In this scenario, the adventurers pass through magical portals into a series of interlinked chambers. The characters are encouraged by a young scholarly mage to voyage into the Sea of Pastures, to explore a mysterious island connected with a number of recent shipwrecks and disappearances. The island is grassy and windblasted, but eventually the characters discover a stone door leading into a subterranean complex. There, they discover 18 rooms linked by secret passages and magical portals. Most of these rooms have been ransacked by a variety of other survivors, human and monstrous. These survivors are likewise trapped within the labyrinth and are either eking out a miserable existence there or else desperately searching for a means of escape. Also within the building are a number of extraplanar creatures, collectively known as gingwatzim, who can shift between various forms: an energy form (glowing ball of light), an inanimate form (usually a magical weapon), and an animate form (an animal or monster). Eventually the characters may find the exit, and are once again deposited on the dreary islands to await rescue. TSR 9110

Cover of A Gallop through the Wizard's Tower
A Gallop through the Wizard's Tower
5th Edition
Level 6
26 pages
0

A quick-paced exploration of the magic tower, home to the great Solomon, the Master Conjurer, an expert in fiendology. Adventurers have to find Control Orbs to disable the tower's security system before it destroys them, and discover the secrets of the tower in the process. Their progress will be ushered by a seemingly helpful entity with nefarious intent - Zarloxar, the blue Abishai. The success of adventurers could also finally spell freedom to the fiend... or not if players, under stress, will realize the trickery in time. Part of "Detailed Encounter" series - each "Detailed Encounter" - features new monsters with unique stat blocks, new magic items, a custom battle map, and detailed NPCs. It also has story hooks and advice enough, to quickly turn it into a separate adventure!

Cover of FT - Fort Myers
FT - Fort Myers
5th Edition
Levels 1–10
9 pages
0

Sometimes your PCs wander into a town and you just need names and places. No scenarios with this one just a skinned down town for you to add problems to. In our Fartook Campaign we incorporated a gambling ring and murder in Fort Myers

Cover of FC5 - Leptis Magna
FC5 - Leptis Magna
AD&D
Levels 7–10
37 pages
0

The Adurite Empire once ruled a major portion of Filbar but when the culture lost the favor of the gods it spelled doom for the entire civilization. In the wake of the carnage that followed the major cities fell to fires, plagues, and other disasters both natural and magical. In the centuries that have passed the cities are now in ruins but rumored to still hold magic and wealth. The most famous of these cities was the port city of Leptis Magna. The city was once the crossroads of the empire and was known for trading, agriculture, and magic. What treasures remain in the ruins so fierce that even pirates avoid the area? This was also the adventure played at Gen Con 2014! "I step over his body and go inside..."

Cover of Caverns of Demise
Caverns of Demise
4th Edition
Level 17
6 pages
0

The Bloody Maul of Kord is a magic weapon protected by the priests of Kord, who occasionally allow a noteworthy hero to use it when going on a dangerous quest worthy of the storm deity’s blessing. Six months ago, Atrimos of Ardor took the Bloody Maul for a quest to the Caverns of Demise, hoping to end attacks to the realm being launched from the caverns. He never returned. Now, the clerics of Kord hire the PCs to go into the caverns to retrieve the Bloody Maul of Kord—and to find Atrimos, if possible. Pgs. 108-113