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Cover of The Shackled City Adventure Path
The Shackled City Adventure Path
3.5 Edition
Levels 1–20
416 pages
0

Evil schemes are afoot in Cauldron, a metropolis of merchants built into the caldera of a long-dormant volcano. To foil the agenda of evil cultists, your band of adventurers must brave haunted jungle ruins, slay mighty dragons, and bind themselves to a layer of the infinite Abyss. Will their swords and spells be enough to save the Shackled City? Originally published as 11 linked adventures in the award-winning Dungeon magazine, the Shackled City Adventure Path is the most ambitious official Dungeons & Dragons campaign ever created. Now, for the first time ever, everything you need to play the campaign has been compiled into a deluxe 416-page full-color hardcover that also includes an 8-panel fully detailed map of the City of Cauldron, a 16-page full-color map and illustration booklet, and a brand new Shackled City adventure written by fan favorite author Christopher Perkins.

Cover of FQ10 - Enclave of the Exterminatus
FQ10 - Enclave of the Exterminatus
AD&D
Levels 5–7
49 pages
0

While enjoying a nice honey wine in the backwater community of Bench you discover citizens have been kidnapped from the surrounding area. After further investigation the mystery leads to a compound being built by the Exterminatus! With the danger mounting can the party slow the march of the evil cult and maybe pick up a few more pages of the arcane tome? Are they stealthy enough to infiltrate the stronghold? At almost 50 pages this adventure has the Precinct of Bench and the large compound of the Exterminatus each of which can be used in separate campaigns!

Cover of The Showdown in Skalintown
The Showdown in Skalintown
5th Edition
Levels 4–7
13 pages
0

The party makes their way into a small mining village by the name of Skalintown. They quickly realize that the people here are terrified, hiding behind closed doors and peering out through boarded up windows. A gang of criminals that call themselves The Calamity have promised to destroy the city and everyone in it if they don't receive a tribute of twenty thousand gold by the end of the week. This is a poor town and even with everyone's wealth combined, it doesn't come close to that value . . . but they are fighters. Perhaps all they need to hold back these invaders is some help. The deadline is four days away and the closest town that would be able to help is three days travel one-way. Skalintown tried to reach out for aid, but no one cared enough to risk their own lives to help them. Now they must rely on your players for help. The party will need to rally the townsfolk and strategically decide how to prepare for the assault. Do they dig trenches to trip up enemy wolves, do they train the townsfolk to use crossbows, or perhaps they create explosives to detonate when the bandits make it into the city? Each of the party's decisions affect the final battle and means that every group will have a unique experience in their fight against The Calamity. This adventure is heavily influenced by the traditional Wild West shootout. Try to capture that feeling for your players by playing music of that era, in the way the townsfolk act and speak, and the way the town itself is operated. There are thousands of different options for the fight and if your players play their cards right, they make quick work of the gang and earn a pretty penny while they do so.

Cover of Adventure Two: The Sound of Madness
Adventure Two: The Sound of Madness
AD&D
Levels 1–2
13 pages
0

The heroes are sent to find what happened to a local druid, but discover his mind has been driven to madness and he is attacking the local villages. The heroes track down the druid's grove and find he was enchanted by a hag, and the heroes have to find a way to destroy the chimes she uses to enchant the druid.

Cover of RC7 - Bulwark of Adolphus The Rogue
RC7 - Bulwark of Adolphus The Rogue
AD&D
Levels 6–8
23 pages
0

The final installment of the three-part Rock Con ’17 convention is here! Can the heroes enter the stronghold of the brazen thief and recover the final tome? The challenge is high but the stakes are much higher for failure!

Cover of The Test of High Sorcery
The Test of High Sorcery
5th Edition
Levels 3–4
154 pages
0

So you want to be a Mage of High Sorcery? To join the esteemed organization, you must travel to the Tower of Wayreth and undertake the most important event in your life—the harrowing Test of High Sorcery! If you can survive where so many aspiring mages have failed, you will forever bind your soul to the Gods of Magic and gain access to untold arcane secrets. The Test of High Sorcery is the perfect adventure for new and veteran players looking to experience Dungeons & Dragons in a new way! It is a solo adventure, where your choices have meaningful consequences, but it also provides balanced rules to play with a group or a Dungeon Master. This 154-page tome features: - A sprawling adventure that fits perfectly as an expansion to any Dragonlance campaign, Dragonlance: Shadow of the Dragon Queen, or as a stand-alone replayable experience - A tale full of sorcerous intrigue, featuring many new characters alongside iconic favorites like Fistandantilus, Takhisis, Fizban the Fabulous, and the Gods of Magic - Innovative Destiny and Trait mechanics make your choices really matter—and ensure every mage’s Test of High Sorcery is a unique experience - Over 60 possible outcomes to determine which Order of High Sorcery you join and provide compelling new plot hooks for your character during future adventures - Dozens of unique locations with rich stories and sorcerous challenges that Dungeon Masters can use to create their own version of the Test of High Sorcery - New magic items and stat blocks, with mechanics that support clever use of enemies’ weaknesses and the environment against them - Four gorgeous sample characters, with interactive character sheets designed to be new-player friendly so that you can jump right into the story - A detailed primer on the history of Krynn and how it relates to the Mages of High Sorcery - A community survey when you finish to let you see how you compare to other mages taking their Tests of High Sorcery

Cover of The Knight of Newts
The Knight of Newts
BECMI
Levels 1–2
16 pages
0

Centuries ago in the Black Swamp, Castle Kraal was a well-respected keep. Its warriors defended the folk of Thunder Rift from the marauding bands of ogres and goblins who swarmed to attack from the Horned Hills. And then one day the keep and all of its warriors vanished, never to be seen again. Now, all these years later, historians are still trying to find the answers to the disappearance of Castle Kraal, answers which may be hidden in Kraal's ruins. The heroes are asked to investigate and to try and solve the mystery. Be Warned: Not every mystery wishes to be solved! Recommended for beginning players and DMs For use with the DUNGEONS & DRAGONS Game Box. TSR 9434

Cover of Expedition to the Lost Peaks
Expedition to the Lost Peaks
5th Edition
Levels 5–7
17 pages
0

A mysterious and ancient iron tower has been discovered in the fabled Lost Peaks - and our heroes are sent to investigate. What follows is a mind-blowing adventure of exotic creatures, alien technology and a shocking revelation that will change how they view the world forever. Expedition to the Lost Peaks is a 6-8 hour adventure for characters of 5th-7th level. And features some Sci-fi themes and items that may not fit into every game.

Cover of DL1 Dragons of Despair
DL1 Dragons of Despair
AD&D
Levels 4–6
32 pages
0

The beginning adventure to the Dragonlance, War of the Lance series of adventures, upon which the Dragonlance novels are based. The companions meet in the Inn of the Last Home to discover a barbarian couple with a mysterious staff. The PCs journey to discover the staff's history which leads them to a ruined temple to the Forgotten Gods. Includes a full map of Xak Tsaroth and overland maps, some color. Art by Jeff Easley. TSR 9130

Cover of HHQ3 Thief's Challenge
HHQ3 Thief's Challenge
AD&D
Levels 2–4
34 pages
0

Thief's Challenge is primarily a mystery, a story thick with finger-pointing and double-crosses. It takes a thief to catch a thief in this ONE-ON-ONE™ adventure for one player and the DUNGEON MASTER™. A low- to mid-level character will need sharp wits to bag the Gullwing Bandit! TSR 9420

Cover of WS1.7 Candon Shaman of the Dark Fen
WS1.7 Candon Shaman of the Dark Fen
AD&D
Levels 1–3
10 pages
0

Candon Shaman of the Dark Fen is a companion adventure made to go along with the events unfolding prior to the core adventure found in Folio #14 (WS1 Isle of Jade). It contains the information needed to run a side adventure that will help characters gain a degree of experience before setting out into the interior of the Isle of Jade. After moving into the swamps of the southern coast the party becomes aware of a threat to the native village that now repairs their vessel. A Candon shaman, roused by the corruptive magic of the Necrotic Pearl, is raising a force to destroy the town and only the players have a chance of stopping the Candon before his forces grows to a size they cannot handle. The islanders fear some dark power has corrupted the Candon lizardmen of the lowland fens. If their shaman leader has fallen to the side of darkness, it is only a matter of time before his calls for war are answered by the fern goblins. Can the adventurers stop the shaman before his summons can be answered? This adventure is formatted to both 1E & 5E gaming rules.

Cover of Dreams of Dissension
Dreams of Dissension
5th Edition
Level 4
26 pages
0

The people of the hill have brought Cinderstorm’s wrath upon them. If you want to save them, find me beyond the stepping stones in the Whispering Woods. Dreams of Dissension is a 5E adventure filled with mystery, conflict, and spirits set on the edge of a frigid forest. The adventure is designed for characters of 4th level, and should provide enough content for two or three game sessions. These 25 pages are filled with marvelous art and reveal 4 new magic items and 6 original creatures. The supplement includes 4 fully-printable battlemapsmade specifically for the encounters in this adventure (VTT versions are also available for download). Published by Beyond the Screen

Cover of The Howling Valley
The Howling Valley
5th Edition
Level 4
10 pages
0

A cry for help by a small village in the Howling Valley. An abandoned monastery on top of the mountain. Hordes of undead pouring into the realms. A mad mage with bad intentions. Will you be able to put an end to the unfortunate events in the valley? The adventure is meant for 3-4 players at 4th level.

Cover of Paying the Shadow Toll
Paying the Shadow Toll
5th Edition
Levels 4–5
4 pages
0

A shadow goblin lair suitable for four or five 4th-level characters. A growing band of goblins led by a powerful shadow goblin named Hurkl are demanding a toll to travelers on the Dancing Shadow Path. When the heroes are chasing a fugitive through the area and come across the toll...what will they do?

Cover of Seeking Bloodsilver
Seeking Bloodsilver
AD&D
Levels 2–4
25 pages
0

Into the shadows. You must brave the perils of the Shadow World to keep a tighmaevril weapon from the wicked clutches of the Gorgon. PCs are recruited to help a noble and his halfling friend find a weapon with immense power, called bloodsilver. Includes a sidebar for adapting the adventure to another setting, an overland map, and a map of the ruins Pgs. 8-31 & 69

Cover of Deception Pass
Deception Pass
AD&D
Levels 7–9
23 pages
0

Looks can lie as well as words. Magical minotaurs? Mutant giants? Vampires? One or more of these is preying upon the caravans, and you're going to stop them. A band of ogre magi took over an abandoned dwarven stronghold and have started ambushing merchant caravans. Their leader, Krugii, wants to gain enough power to eventually control a kingdom. In his quest for power, he has bonded a young bronze dragon and has accelerated its growth. The ogre mages all have different personalities and different forms that they prefer to polymorph into. The PCs are hired to take a caravan through Deception Pass and protect it against the random monsters that have been marauding lately (actually ogre mages in disguise). After protecting the caravan, the players track the attacks back to the stronghold of the ogre magi and clear it out. Pgs. 40-62

Cover of Upon the Icebound Terrace
Upon the Icebound Terrace
5th Edition
Levels 6–7
1 pages
0

This adventure is suitable for four 6th to 7th level PC's and may be completed in a single session. Oithois the exceptional ice mephit and his foul underlings have uncovered a powerful relic at the entry to ancient ruins. The monstrous mephits seek to crack a hole between the material plane and their icy home world. Oithois plots to lead an army of elemental lackeys and conquer the civilized outposts of the north. This ice mephit has studied the machine and is confident he can open a gateway to the elemental plane of ice. PCs are approached by a frostbitten traveler, who pleads with them to assault the terrace. The adventurers must mount an attack against the mephits, contend with an unintentionally summoned young white dragon, and defeat Oithois upon the icebound terrace.

Cover of The House of the Brothers
The House of the Brothers
AD&D
Levels 6–10
6 pages
0

Old fog giants never die - they just slowly fade away. The House of the Brothers is an AD&D® game scenario for 3-6 characters of levels 6-10. Parties composed of less-experienced players should have higher levels, while seasoned players may be able to handle this adventure with lower-level characters. This scenario is designed to fit into the WORLD OF GREYHAWK™ Fantasy Setting. It takes place in hex M5-127 on the WORLD OF GREYHAWK boxed-set maps, three hexes north of Loftwick in The Yeomanry, on the border of the Jotens mountain range. If desired, this encounter may be used to expand a campaign using the supermodule GDQ 1-7 Queen of the Spiders, or it may stand alone. Of course, the scenario can be easily adjusted to fit into nearly any campaign world. The entire adventure may be dropped into a single evening's play. Pgs. 26-31

Cover of FV4 - Ziggurat of Narvi
FV4 - Ziggurat of Narvi
5th Edition
Levels 2–4
25 pages
0

As the fledgling adventurers continue their movement throughout the area they begin to head towards the bustling Port City of Kak. To get to there from the Dy’oe Grasslands the party will need to navigate a river running along an overgrown section of the frontier. After obtaining the services of a strange riverboat captain the party heads down the river and into adventure! Between the wildlife, a mysterious old temple, and river pirates the party discovers getting to Kak is easier said than done!

Cover of Full Moon Shines
Full Moon Shines
5th Edition
Level 6
13 pages
0

Lycanthropy or Misanthropy? When the moon shines brightly, someone – or something – is stalking the streets of Timbertown. Can the heroes figure out who – or what – and settle the matter before panic breaks out?