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Cover of U1 The Sinister Secret of Saltmarsh
U1 The Sinister Secret of Saltmarsh
AD&D
Levels 1–3
31 pages
0

Desolate and abandoned, the evil alchemist's mansion stands alone on the cliff, looking out towards the sea. Mysterious lights and ghostly hauntings have kept away the people of Saltmarsh, despite rumors of a fabulous, forgotten treasure. What is its sinister secret. Made for 5-10 character of levels 1-3, contains maps, handouts and encounter descriptions. The Sinister Secret of Saltmarsh is the first installment in a series of three modules designed and developed in the United Kingdom for beginning adventures with the AD&D rules. TSR 9062

Cover of Trouble in Wealdham
Trouble in Wealdham
5th Edition
Levels 1–4
24 pages
0

Save an unwitting hamlet from an undead threat! Wealdham is a sleepy, quiet town located in the Westwood. Nothing ever happens in Wealdham, until Waterdeep necromancer Faurius Besk decides to test his latest invention near the town... Trouble in Wealdham is a 4 hour adventure for Tier 1 Characters (optimized for APL 3). It can be run as a one-shot, as part of an existing campaign, or even to launch a new campaign to defeat Faurius. Chapter 5 includes a section on how to weave this adventure into a new or existing campaign. In addition to the full-color 24-page adventure you will also receive: * A printer-friendly version * High-Res Wealdham town map * High-Res Dungeon map * A PDF with pre-generated characters that fit perfectly into the adventure

Cover of Stranger Things: The Hunt for Thessalhydra
Stranger Things: The Hunt for Thessalhydra
5th Edition
Levels 3–4
? pages
0

Based on the popular Stranger Things Netflix show, this starter set adventure is designed for new players and features pre-generated characters and a simplified DnD 5e rule set.

Cover of C17- 4- Temples of Darkness & Light
C17- 4- Temples of Darkness & Light
5th Edition
Level 6
47 pages
0

You have been sent to watch over the destruction of an ancient artifact by your liege, but arrive to find the temple sacked and the item missing. You and the other abassadors must take the famed Pick of Zander across the Kamula Wastelands. There you must track down the agents of evil and, if possible, destroy the artifact...time to earn your hero status!

Cover of C4 To Find A King
C4 To Find A King
AD&D
Levels 4–7
31 pages
0

Two centuries ago, the last king of the celtic kingdom of Pellham was deposed in favor of a High Council. Now, however, things are going badly, and a restless populace longs for the days of the ancient kingship. The High Council is floundering - and the political situation is turning ugly. It was then that the Brothers of Brie, and obscure monastic order, discovered a long-forgotten prophecy. In Pellham's time of greatest need, a long-dead king will rise to restore order. You have been chosen to prove that this is the time of the prophecy. You will take the first steps toward returning the lost king to the throne. This adventure contains the first four rounds of the AD&D OPEN Tournament that was originally run at GEN CON XVI Convention. It includes a tournament scoring system and a team of 10 characters of levels 4-7. This adventure can be played alone or as the first part of the two-part PROPHECY OF BRIE series. TSR 9107

Cover of UK5 Eye of the Serpent
UK5 Eye of the Serpent
AD&D
Level 1
38 pages
0

Gazing down from the pinnacle of Hardway Mountain, who would not be drawn by the far-off glint of the Serpent's Eye? The descent will be hard, the mountains know neither mercy nor compassion. Many are the lessons to be learned, but fate has left you little choice - are you equal to the challenge? "Eye of the Serpent" is a one-on-one wilderness adventure module for one player and one Dungeon Master, and has been designed to develop the specialist skills of a 1st-level druid, ranger, or monk character. It can also be used for a normal party of four to six 1st-level player characters. The perils of Hardway Mountain are unchanging, but the routes between them are not. This module includes a unique route planning system with different of routes linking the encounters to challenge the abilities of druids, rangers, or monks. TSR 9125

Cover of An Eggcelent Adventure
An Eggcelent Adventure
5th Edition
Level 1
9 pages
0

This starting adventure for 5E is designed to introduce new players and give them a taste of the core aspects of D&D. Over the course of a single session the heroes will journey to the dungeon where the evil kobolds have taken hold and rescue the kidnapped baby before the kobolds welcome their new draconic overlord. Included are first level character sheets so you can get started right away.

Cover of Diamond Dash
Diamond Dash
5th Edition
Levels 9–19
6 pages
0

This quest is for a party looking to acquire diamonds to use as components for higher-level resurrection spells. To gather what they need, the characters embark on a brief expedition to the Elemental Plane of Earth where diamonds are fairly abundant. However, the party only has an hour to gather as many diamonds as they can before the portal—and the entire cave area—collapses. Includes a quest-related NPC that a player can control if they're waiting for their character to be resurrected.

Cover of Pathfinder Adventure Path #37: Souls for Smuggler's Shiv (Serpent's Skull 1 of 6)
Pathfinder Adventure Path #37: Souls for Smuggler's Shiv (Serpent's Skull 1 of 6)
Pathfinder
Levels 1–4
100 pages
0

A deadly storm shipwrecks the passengers and crew of the Jenivere upon infamous Smuggler’s Shiv, an island off the coast of the jungle realm of Sargava. If they’re to have any hope of escaping the notorious pirates’ graveyard, the survivors will need to band together to outwit the isle’s strange beasts and legendary menaces. But can the PCs unite the swift-to-squabble castaways, especially when several seem to have mysterious goals of their own? And does Smuggler’s Shiv hide secrets even deadlier than its desperate denizens? This is part one of the Pathfinder Adventure Path "Serpent's Skull", but can be played as a standalone adventure that lasts approximately 10 four-five hour sessions. Great for first time dungeon masters. This is not a seafaring adventure. The PCs are shipwrecked on an island for the entire duration. This adventure ends with (hopefully) the PCs finding a way off the island (reaching level 3). It is therefore a great starting adventure with a definitive conclusion. After this module, you can continue with part two or change into your own homebrew.

Cover of The Sea Demon's Gold
The Sea Demon's Gold
5th Edition
Level 1
34 pages
0

The Heart of the Haunted Sea e adventurers are on a storm-wracked ship, seeking the island of a long-forgotten, abandoned temple to the Sea Demon. In the temple, an extinct people sacrificed their wealth, their criminals, and their kings to quell the demon’s wrath. Untold treasure is said to just be lying there. Are your heroes bold or ruthless enough to claim it? Written by Shane Ivey and illustrated by Kurt Komoda, “The Sea Demon’s Gold” is an adventure for the Fi h Edition of the world’s most popular fantasy role-playing game. It can be played in any fantasy world you choose. It also makes the perfect introduction to the Broken Empire, a world of ancient mysteries, perils, power, and corruption featured in the Swords & Sorceries adventure line by Arc Dream Publishing.

Cover of GameMastery Module D1: Crown of the Kobold King
GameMastery Module D1: Crown of the Kobold King
3.5 Edition
Levels 2–3
36 pages
0

The crown of the kobold king will be anointed in blood. Five children from the town of Falcon’s Hollow have gone missing, dragged off into ruins underneath a cursed dwarven monastery. Soon they will be sacrificed to the crown, all to the glory of the twisted King of the Kobolds. If they are to be saved from this gruesome fate, brave heroes must follow their trail to the monastery and plumb the depths of its trap-laden and monster-infested halls.

Cover of We Be Goblins Free!
We Be Goblins Free!
Pathfinder
Level 4
16 pages
0

After losing chieftain after chieftain, the Birdcruncher goblin tribe finally found competent leadership in its four goblin "heroes". But it turns out leading a tribe of goblins isn't much fun, and the newest Birdcruncher chieftains are bored. In order to cure their doldrums, the chieftains have issued a new demand—find them some adventure, or else! Eager to please their great chieftains, the Birdcruncher goblins frantically try to whip up all sorts of amusements, including goblin games, feats of skill, and a grand feast. But trouble arises in the midst of the goblins' feast for their mighty leaders—the goblins who went to harvest truffles for the feast got beat up by some stinky humans! Part 3 of the We Be Goblins series.

Cover of Hunt for the Thessalhydra
Hunt for the Thessalhydra
5th Edition
Levels 3–5
24 pages
0

Hunt for the Thessalhydra is a short adventure published by Wizards of the Coast as a tie in to the "Stranger Things" franchise and part of the Stranger Things Dungeons & Dragons Starter Set. The adventure features characters, locations, and monsters inspired by that series. The adventure is suitable for characters of level 3-5.

Cover of Trouble Below
Trouble Below
BECMI
Low Level
16 pages
0

A goblin warband has found the secret tunnel which leads from the dwarven keep of Hearth-Home to the nearby hills. The tunnel is intended to be a means of escape if the keep ever falls to attackers, but now it has provided goblins with an easy way into the Underkeep. So far, the goblins have confined their attentions to the various underground rooms that make up the Underkeep, but sooner or later they will find a way to the surface. They pose a serious threat to Hearth-Home - the goblins must be cleared out of the Underkeep so this breach in security can be repaired before the orcs hear of it and overrun the dwarven keep. This adventure is slightly more challenging than Red Hand Trail, and it is recommended that it is played after that quest and before Palace of Dread. However, the scenario in Trouble Below can easily be played independently from the rest. Part of TSR 1076 The Goblin's Lair

Cover of League of the Red Serpent
League of the Red Serpent
BECMI
Levels 3–5
16 pages
0

Anandak, a red dragon, has taken over an abandoned dwarven stronghold as his lair. He has also assembled together a rough confederation of monsters to act as his bodyguard. Anandak is preparing to enter into an alliance with the Black Prince, the March Lord Draven. The plan is for Anandak's monster allies to terrorize the lands north and east of Knacker Knob while the Black Prince, on pretext of marching to the aid of Knacker Knob, take control of Knacker Knob and the surrounding region. An emissary from the Black Prince, Lord Gonzaga, is currently in the dungeon, and he is in possession of papers that might reveal the Black Prince's treasonous plot. The lair is horribly overcrowded because monsters of all tribes and gangs are gathered to take counsel with the red dragon. Monsters are sleeping in the hallways because there is so little room, and the antagonism between races is at flash point. The PCs may be able to fan these resentments into intermonster battles. League of the Red Serpent is the third dragon's lair to conquer. Part of TSR 1073 The Dragon's Den

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 Ignorance is Bliss - Adventure 2: What Lies Beyond Reason Adventure Path (Pathfinder)
Ignorance is Bliss - Adventure 2: What Lies Beyond Reason Adventure Path (Pathfinder)
Pathfinder
Levels 4–5
57 pages
0

Sometimes its better not to know... Citizens are turning up in the city in catatonic states, alive but devoid of personality. Are they the victims of an illness or disease, or is there something more sinister at work? Encountering one of these poor souls, the characters are drawn into an investigation of politics and treachery, seedy underworld dealings and rooftop chases, culminating in a fiery conclusion. Can they discover the cause of this epidemic before it’s too late?

Cover of Crypt of the Smoke Dragon
Crypt of the Smoke Dragon
AD&D
16 pages
0

This self-contained game gives you and your friends the experience of playing the Dungeons & Dragons game in an easy-to-learn format. In this Fast-Play Game, you and your friends take on the imaginary roles in a fantastic tale of mighty heroes, mythical dragons, and powerful magic. This demo version of the game is designed to give you the feel of playing the Dungeons & Dragons game. The full game contains all sorts of options to help you create your own on-going sword and sorcery campaign. We'll tell you more about that at the end of this booklet.

Cover of L2 The Assassin's Knot
L2 The Assassin's Knot
AD&D
Levels 2–5
32 pages
0

The Assassin's Knot is a sequel to The Secret of Bone Hill, picking up on themes from that module and shifts them to a new locale. The player characters must solve the mystery of who killed the Baron of Restenford, with evidence pointing to somebody from the town of Garrotten. The scenario describes the town and its castle. The Assassin's Knot module is different from most of its contemporaries in that it contained no dungeon or dungeon-like area. The longer the players take to find the murderer, the more unfortunate events occur in the village. The village, Garrotten, is reputed to be the place to go to have someone killed. The entire village shuts down when the Baron of Restenford is found dead, mutilated beyond the possibility of magical restoration. Three small clues are all the player characters have to unravel the mystery. TSR 9057

Cover of UK2 The Sentinel
UK2 The Sentinel
AD&D
Levels 2–5
38 pages
0

Not even memories of past glory live on in the gentle hills around the village of Kusnir. Today its people have more concern for commonplace things, like the harvest, trade, and the threat of death in the night! Kusnir is beset by a skulk. The attentions of such a creature are a curse on any community. Streets and alleys which ring to the voices of children by day become fearful, shadowy places by night. Men go abroad armed and in groups, while women and children stay behind locked doors and even there are not safe. But life goes on. The lot of the peasant is always hard, what cannot be prevented must be endured and, of course, things could be worse. Much worse. The skulk has begun to visit the village more and more often. Sometimes it kills, yet just as often it spares a victim, leaving clear signs of what it might have done had it wished. Its visits are now marked by strange and illegible symbols scrawled in blood on the walls of the buildings. The people are worried, helpless, and desperate. Desperate enough to welcome adventurers. UK2: "The Sentinel" (1983) is the second UK-series adventure, the fifth TSR UK adventure overall, the first solo effort by Morris, and the first half of the two-part Adlerweg series (whew!). It was run as a tournament at the GamesFair '83 Open, then published later in 1983. TSR 9101