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Cover of Mystery at Cloudhost
Mystery at Cloudhost
5th Edition
Levels 1–3
10 pages
0

Solve the Mystery! A series of unfortunate events wreak havoc in the small village of Cloudhost. From strange noises at night to temporary madness, from painful nightmares to freak accidents in the local temple, everything is going wrong and the people believe the city is cursed. Who is behind these events? Are they natural or magical? Discover the secret of Cloudhost with your party! A 1st level mystery adventure for 5th edition. After being caught in a fight on the Winter Festival, the party must investigate what is happening at Cloudhost, with a big showdown with evil! Meet reclusive merchants, fierce priests, and undead! Written for the RPG Writer Workshop.

Cover of Lost Children, Found Family
Lost Children, Found Family
5th Edition
Levels 2–3
9 pages
0

The Five Cities are dying. Their water sources are drying up, and the brightest of their youth are leaving, lured out into the desert by an unknown power. Enaxi, the unifier of the Five Cities, now a lamia, is weary of watching their descendants ruin their great works. The Council won’t let young people restore the Five Cities to their former glory, so Enaxi is gathering them. They’ll start their own paradise and doom the Five Cities… unless the heroes can convince them otherwise.

Cover of The Haunt
The Haunt
5th Edition
Levels 4–5
16 pages
0

The Haunt Unlock the secrets and drive back the evil from Montarthas Manor In ages past, an ancient town was lost and destroyed to a seige of orcs. Only one building survived and to this day, the manor is the only still standing building to be seen for miles around. Some say it is haunted, a few whisper of great treasures within, whilst others whisper that it is the manor itself that lives! No one knows for sure, only that a great evil haunts its halls. Do you dare enter Montarthas Manor? Published by P.B. Publishing

Cover of A1 Slave Pits of the Undercity
A1 Slave Pits of the Undercity
AD&D
Levels 4–7
24 pages
0

It is time to put a stop to the marauders! For years the coastal towns have been burned and looted by the forces of evil. You and your fellow adventurers have been recruited to root out and destroy the source of these raids. But beware, hundreds of good men and women have been taken by the slavers and have never been seen or heard from again! First part of Scourge of the Slave Lords (A1–4) TSR 9039

Cover of Trollkin Hunt
Trollkin Hunt
5th Edition
Levels 10–11
4 pages
0

A venom maw hydra lair suitable for four or five 10th-level characters. The Red Craw Marsh, so called because of the delicious and plentiful red crayfish that live in the area, is a boon to the nearby village. More than a few intrepid souls brave the swamp each season to collect the crayfish. They either sell the crayfish to local establishments or ship them to nearby cities, where they earn a good price as the crayfish is a delicacy among the wealthy. The villagers have established a tentative peace with a clan of trollkin that inhabit the swamp. The crayfish collectors pay a small fee to the trollkin, who allow them to ply their trade in the marsh without (much) interference. It is a tense but profitable relationship for all involved. A powerful creature has moved into the marsh, however, threatening the delicate balance. When a venom maw hydra decided to move to the area of the marsh between the human and trollkin villages, it brought along a number of creatures that worship and serve it. This hydra and its allies have killed some of the crayfish hunters and some of the trollkin. Each side, unfortunately, believes that the other has broken the truce, thus stirring up animosity and putting both groups on the verge of war.

Cover of Dungeon Crawl Classics #78: Fate's Fell Hand
Dungeon Crawl Classics #78: Fate's Fell Hand
Dungeon Crawl Classics RPG
Level 2
36 pages
0

Awash in a sea of phlogiston, three wizards battle for mastery of reality! But with each new day all gains are lost and the game begins anew. It is up to the adventurers to upset this ancient balance, winning free of the shrinking demi-plane before all is reduced to the roiling stuff of raw Chaos! Will you strike a bargain, swearing fealty to one of the fell masters? Or will you attempt to master your own fate, pitting your luck and skill against arcane foes? Whatever you decide, you must act quickly, for gray worms press in from all sides and time grows short! An exploration-based adventure for 2nd level PCs, Fate's Fell Hand challenges new and old players alike. Only the most cunning of PCs can hope to thwart the machinations of three dire wizards and escape Fate's Fell Hand!

Cover of RQ1 Night of the Walking Dead
RQ1 Night of the Walking Dead
AD&D
Levels 1–3
32 pages
0

In a rain-soaked graveyard, a small group of men stands round a coffin bound with heavy chains. "We are here to mourn the passing of Jean de Cardeau," intones the village priest. " Let us pray that his rest is eternal, and that he never returns." As the pallbearers lift the coffin, something scrapes on the wood from inside. Quickly and without emotion, the attendants slide the casket into a crypt. Then they seal the door and flee. Behind them, unheard, a dull thudding begins, growing louder with the onset of twilight. There can be no peace for those who linger in the earthly realm after death. And there can be no sanctuary on the Night of the Walking Dead! Set in a zombie-infested swampland, "Night of the Walking Dead" is an ideal first-time Ravenloft adventure. Players must unravel the mystery behind a string of murders and disappearances in a village plagued by ambulant undead—and all is not as simple as it seems! The hour of fear is upon us. Are you ready to face the Demiplane of Dread? TSR 9352

Cover of FN14 - Myric's Elemental Maze
FN14 - Myric's Elemental Maze
AD&D
Levels 8–12
20 pages
0

The conclusion of the Filbar North series this adventure puts the party in front of a large and dangerous maze and home to the power of the Elementals! Each section has a riddle that the party must solve in order to obtain a key and continue to the center of the maze where the party will face off with a very special adversary. This adventure is not for those with little experience and will require the ability to solve riddles!

Cover of The Flying Misfortune
The Flying Misfortune
5th Edition
Level 6
9 pages
0

This adventure is designed for the D&D Adventures League Season 5 - Storm King’s Thunder campaign, and is meant to enhance your party’s connection to important events and NPCs. While it is intended for a party of around 6th level, the nature of the quest is such that it fits easily with a higher level as well. It will put your players in contact with Felgolos, the bronze dragon that is encountered in Chapter 9 of D&D Adventures League Season 5 - Storm King’s Thunder, as well as the ancient dragon Iymrith, who plays a prominent role in the main plot. Of course, you can also change names and locations to make this adventure fit into any other campaign world – as long as it has dragons and deserts. Enjoy!

Cover of The Ruins of Nol-Daer
The Ruins of Nol-Daer
AD&D
Levels 5–8
16 pages
0

Abandoned and forgotten ruins never are. He left the Abyss to visit his human mother, not realizing he was a century too late. Still, there was a lot he had left to do... An ancient castle, Nol-Daer, has of late become the site of frequent strange occurrences. Gargoyles and Blood Hawks roost in the keep's ruined towers, Dwarves have been disappearing from the nearby area, and a Cambion controls it all from the shadows. Pgs. 3-17 & 64

Cover of The Warlock's Crypt
The Warlock's Crypt
5th Edition
Level 9
4 pages
0

"The Warlock's Crypt" is a fext and noctiny lair suitable for four 9th-level characters. This adventure can be completed in a single session. An ancient warlock king known as the King in Silver, whose patron was Death itself, knew he was growing old and would soon die. The aging king pledged the souls of his two sons, the Black Prince and the Red Prince, to Death in exchange for his own eternal life. As the final worlds of the pledge pass his lips, the old king collapsed to the ground, dead. Elsewhere in the castle, the two young princes died suddenly in their sleep. All three were interred in the royal crypt within a nearby burial mound. ultimately, the king got what he asked for - he and his suns were returned to life as fext in the service of Death itself. When the fext awoke and climbed out of their coffins, they were confused because it seemed they were trapped within the small royal crypt. Then, the King in Silver discovered a secret door leading to a hidden stone stair that descended into a complex of ancient tunnels and chambers. At the far end of the complex, the fext discovered a second set of ancient stone stairs leading up through a shaft to a hidden exit on the surface. The three fext now lurk within the lower chambers, doing their patron's dark bidding. When commanded, they creep forth from the crypt to spread death during the dark of night.

Cover of Caves of Shadow
Caves of Shadow
3rd Edition
Level 1
15 pages
0

A "Fast Play" introductory adventure to Dungeons & Dragons. Rather than requiring a d20, it is written for 3d6, and is meants specifically to teach new players how to play the game. The story is a simple dungeon crawl: players enter a small cave system to investigate an orc attack. After defeating a few orcs, they find an ogre's den, and must fight the ogre.

Cover of C17-3  York Towers
C17-3 York Towers
AD&D
Level 6
100 pages
0

After handling a bit of diplomacy for the York Republic, the ruling council has asked for more assistance from you. Years before the western edge was not where it is now. A series to protective towers stretched out securing the land. Unfortunately for the country, those towers were taken by Giants of the region and pushed the York-ians to their current border. The council feels that your party is strong enough to go scout out the area and see if the land can be retaken. This adventure setting was designed for both 5th Edition rules AND 1st/2nd Edition D&D for the Filbar Campaign for six, sixth level adventurers and DM. This adventure is easily adaptable to most any game and system. Save yourself some time and utilize it for a one shot adventure or a continuing campaign.

Cover of FN2 - Eye of Gruumsh
FN2 - Eye of Gruumsh
AD&D
Levels 2–4
24 pages
0

With your first set of adventures firmly under your belt you are relaxing and basking in the glory of a job well done. While at the local tavern imbibing in some well-earned spirits, a commotion can be heard outside. As you step outside the villagers are pampering two children who apparently just rode into town on a very sweaty and tired pony. An arrow is sticking out of the mount’s flank. As the animal is removed the townspeople pepper the children with questions as both are obviously afraid. It would appear the drinks will have to wait.

Cover of We Eat in the Dark
We Eat in the Dark
5th Edition
Levels 3–4
13 pages
0

You wake up in a pitch-dark cavern... The stench of bodies fills your nostrils. The crack of bone and the sound of teeth rending flesh are the only sound you hear. Something is feeding nearby...something you can't see. We Eat in the Dark is a deadly adventure for 3rd or 4th level characters. Navigate the caves of the Darkshard Abattoir, where light sources are muted and creatures hid invisibly in the dark. Fight for your life against troglodytes empowered by a mysterious artifact and other cavern hazards. Includes an appendix for limited starting gear for a more lethal challenge. A perfect murder-happy one-shot for your players to question your friendship.

Cover of The Red Prophet Rises
The Red Prophet Rises
AD&D
Levels 3–5
39 pages
0

Trouble stirs in the Borderlands. Khazra, Red Prophet of the Bull God, has united the fractious People of the Bull and proclaimed the promised time is nigh. The Bull God demands blood! Fanatics raid the outlying villages, farmsteads and towns for sacrifices. None are safe! Unbeknownst to Khazra, a power older than man stirs under the earth, fed by the blood of sacrifice. Can a band of unlikely heroes prevail where all before them have failed? Are they brave enough to face not just the minions of the Red Prophet, but the eldritch terror of the Obelisk that Thirsts? The land will suffer terrors lost to time--unless heroes step up and answer the call! A module for 3-6 characters of levels 3-5. This adventure includes a situation for a 4th level paladin to find their mount. The adventure includes new spells, monsters, and magic items.

Cover of FP7 - Blood Mace of Khan Sing
FP7 - Blood Mace of Khan Sing
AD&D
Levels 6–8
22 pages
0

When you wander the wilderness you run into the strangest things. Nestled in the middle of a few mountains in a volcanic basin is a strange temple structure. This is the final resting place of the legendary warlord Khan Sing. A hero among the plainsmen, this ruler was believed to have grabbed power with the assistance of a magic weapon known as the “Blood Mace”. Will the party’s investigation find this mysterious artifact?

Cover of Perilous Awakenings
Perilous Awakenings
5th Edition
Levels 6–10
35 pages
0

"Persuaded by a foreigner mage, the survivors of an expedition to the ruins of Castle Perilous return bearing old relics of the fallen Witch-King of Vaasa. However, after getting back to Castle Valls in Damara, the very stone structure is affected by these artifacts, infused with life and evil intent, setting its will against those who tread its halls." Perilous Awakening is an adventure for a group of 6th-10th level characters. It is set in the town of Valls, at the northern region known as the Bloodstone Lands, in the kingdom of Damara, in Faerûn, in Toril, in the Forgotten Realms. However, with little modifications, you can run this adventure in whatever world you wish. This adventure includes: PDF file including the 35-page adventure. 3 maps a simplified view of the town of Valls, Castle Valls and a part of the town, and Castle Vall's dungeon level, all ready to be printed or for use in the web. 10 new enemies between awakened objects, evil wizards, and one of the Witch-King's Book of Creation to antagonize the adventurers. The artifact known as the Book of Creation to tempt the adventurers into higher evil powers.

A Cog in the Wheel
5th Edition
Levels 1–4
30 pages
0

CORE 1-2 With the identity of a murderer confirmed, heroes are needed to track it down to its home. As it turns out, it might be a longer journey than first imagined. Part Two of The Chaos in Melvaunt. The characters enter Mechanus via a portal in Melvaunt with the aim to infiltrate a modron army encampment. They must then flee the camp in a chase scene.

Cover of Blood on the Snow
Blood on the Snow
AD&D
Levels 3–7
15 pages
0

A deadly hunt deep in the arctic wastes