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Cover of M2 Vengeance of Alphaks
M2 Vengeance of Alphaks
BECMI
Levels 28–32
32 pages
0

Centuries ago, the despotic Alphaks, ruler of Alphatia, was banished to another world. From his own sphere of entropy he learned to manipulate men, and now seeks revenge against the human race. The volatile region of Norworld, a perennial battleground between Thyatis and Alphaita, draws Alphaks's attention. The already existing frictions, small-time political players, and petty vengeances are the sparks Alphaks will use to ignite a huge war that will destroy man-kind. This is an adventure of politics and diplomacy, of treachery and treason. Only courageous and bold actions can save Norworld from the horrors of war and liberate its people from oppression. The Vengeance of Alphaks may be played as a sequel to module M1, Into the Maelstrom, or separately. The D&D Master Set Rules are necessary for running this game. TSR 9148

Cover of The Raven's Call
The Raven's Call
5th Edition
Level 3
32 pages
0

Meet the Trollkin… And Drive Them Into the Sea! The trollkin and their shaman have come to a village by the sea, stormed its walls, and taken all the villagers as slaves and property. They have eaten their way through the saltfish, devoured the herd of sheep, and might be planning to eat the PCs next. Then, one escaped villager begs strangers on the road for help… And gives them the chance to shine as true heroes striking down raiders of pure evil. The Raven’s Call is an adventure for 3rd level characters that brings mythic power and a true rescue story for 5th Edition, and introduces locales and NPCs that players will never forget. It offers new monsters and new magic in the unique style of Wolfgang Baur, one of the leading RPG adventure designers.

Cover of We Be Goblins Too!
We Be Goblins Too!
Pathfinder
Level 3
16 pages
0

The Licktoads, once the great and fierce goblin tribe in Brinestump Marsh, were defeated by human adventurers! All that remains of the tribe are its four goblin "heroes". Homeless and bored, they left their swampy homeland to join the neighboring goblin tribe, the Birdcrunchers. The good news is that the Birdcrunchers are willing to let the goblin heroes join their tribe. The better news is that the Birdcrunchers have heard of these four, and want one of them to become their new chieftain. The bad news is that before the goblins can join, they'll need to endure a series of dangerous and humiliating tests. Very dangerous. Very humiliating. The worse news is that lately Birdcruncher chieftains have had really short lifespans—they're being killed by the pet fire-breathing boar of a local ogre who wants the Birdcruncher land as his own. Part 2 of the We Be Goblins series.

Cover of WG5 Mordenkainen's Fantastic Adventure
WG5 Mordenkainen's Fantastic Adventure
AD&D
Levels 8–14
32 pages
0

Four great and powerful heroes travel in search of adventure. Led by Mordenkainen, wizard without peer, they have come to mysterious Maure Castle, a forlorn and foreboding place, source of wonderment and awesome adventure, following a strange and terrible story. For, somewhere deep beneath Maure Castle, from whence no person has returned alive, there stands two massive iron doors - doors without latch, lock, or handle - the Unopenable Doors. And if the doors are opened, what then? Such potent evil, such terror lies beyond, that even the bravest adventurers may quail before the ultimate test! Mordenkainen's Fantastic Adventure is a challenging adventure for high-level play. Four original characters from Gary Gygax' famous Greyhawk campaign are included for your use. Can you meet the challenge? Can you survive what lies beyond... the Unopenable Doors? TSR 9112

Cover of CM4 Earthshaker!
CM4 Earthshaker!
BECMI
Levels 18–20
24 pages
0

Into your hands has been thrust a great responsibility: the management of a growing domain. It has been a hard winter. Now, with the coming of spring, the populace looks to you for leadership. It will take a careful and generous hand to restore your subjects' confidence. But even as you hold your first courts of the new season, an ominous shadow falls across the land. Earthshaker - wonder of the world - has arrived! Will its arrival be a curse or a blessing? With bold action and skillful diplomacy, you may yet divert disaster. But if you fail, the consequences will certainly be the subject of many a minstrel's tragic songs for years to come! "Earthshaker" includes a complete dominion setting, new player characters and NPCs, and complete material on one of the greatest marvels of the world - the giant and unstoppable Earthshaker! TSR 9128

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 The Test of Darkness
The Test of Darkness
AD&D
Low Level
32 pages
0

The PCs are looking to gain entry to the Glantri School of Magic, after the initial admission tests they are drawn into a commotion where one of the other students is being attacked by an evil sorceress. He tries to flee but but is killed, and the PCs are framed for the murder. The authorities are called and bribed to just kill the PCs, they flee and are chased and taunted by the evil sorceress. Eventually, during one of her attacks, she opens a weak spot in the ground and the heroes are dropped into the warrens under the school. They must navigate the warrens, which are shrouded in magical darkness, defend against further attacks, and find escape where they can prove their innocence.

Cover of The Temple of Mysteries: In Media Res
The Temple of Mysteries: In Media Res
3.5 Edition
Levels 4–5
33 pages
0

A dungeon of tricky puzzles, ancient magical secrets, and more than a few lingering mysteries, designed to be played as a standalone adventure and not incorporated into another campaign. Six adventurers descend into the Temple of Mysteries to find a mystical artifact called the Strand of Tears. Seems straightforward enough, except that some of the party may not be who they say they are. In fact, none of the party may be who they say they are. Not only that, but they might not be who they don't say they are, either! Worst of all, they're trapped in the ruins of an underground temple specifically designed to keep people from proceeding unless they're proficient in puzzle-solving...and there may be doppelgangers on the loose.

Cover of DS1 Freedom
DS1 Freedom
AD&D
Level 3
120 pages
0

Enter the ancient and corrupt city of Tyr, whose tyrannical sorcerer king has ruled for a millennium. As you wander the city, from the wreck of the Elven warrens to the sanguine splendor of the arena, you realize that the citizens of Tyr thirst less for water than they do for freedom. Now, after a century of slave labor, sorcerer king Kalak's great ziggurat nears completion. He has promised the city a grand celebration when the monument is done, complete with the most brutal arena spectacle in Tyr's long history. Rumors abound as to the nature of the spectacle: some believe it will bring with it the longed for manumission of countless slaves: others fear the annihilation of Tyr and her people as a sacrifice to Kalak's hunger for power; and a secret few believe it will be a day of revolution - a day of freedom. The adventure that introduces the Dark Sun setting as well as part of its metaplot. The adventure starts with the PCs being enslaved and forced to work on Tyr's ziggurat, where they make various connections that can affect things both in this adventure and the next in the series (Road to Urik). The finale takes place simultaneously with the finale of the Verdant Passage novel, and has something of a disaster movie feel - major events are happening, and the PCs are trying to survive in their shadow and (hopefully) save some people as well. Like many other Dark Sun modules, this adventure comes with a flip-book full of handouts as well as a few pre-generated starting-level characters. TSR 2401

Cover of Tegel Manor
Tegel Manor
AD&D
Levels 1–20
44 pages
0

Haunted House Fun House Dungeon. Tegel Manor, a great manor-fortress on the seacoast, is rumored to be left over from ancient days when a charm was placed over it protecting it from most of the ravages of time and human occupation. The hereditary owners, whos family name is Rump, have been amiss in their traditional duty of providing protection for the market village to the west. Some have said tha this failing and their bizarre eccentricities have led to their corruption. Many have found the manor and area to be a dangerous place to visit! A huge haunted house with a 17"x22" Judges map and a 11"x17 Players map, printed on both sides, brown on high-quality tan stock. Each map has the manor printed on one side and the surrounding wildernes on the other. Enclosed in the product is a 32-page booklet with room and monster descriptions. Over 240 rooms and chambers include a hall of magic portraits and four secret dungeon levels beneatht the manor. The booklet also has tables to create magic statues, ghostly encounters, resurrection results, and more. Tegal Manor has always been one of our more popular playing aids, and has been a lot of fun for Judges and players all over the country. This is an officially approved playing aid for use with D&D. This edition was published by Gamescience.

Cover of K1: Night at Fausen's Manor
K1: Night at Fausen's Manor
Pathfinder
Level 3
22 pages
0

Up here in the mountains, the sun sets fast. The path has narrowed yet again as it diverts into this small slot valley. A gentle stream parallels the path; it’s pretty, but the smell of rotting vegetation dissuades from lingering long. In the lengthening shadows, birdsong seems oddly muted. As the forest clears a bit up ahead, a small manor upon a little pond comes into view. The birds have gone completely still. K1: Night at Fausen’s Manor is an investigative adventure designed for player characters around 3rd level. The players have been invited by the reclusive Lord Fausen to dine with him and discuss a job; Fausen is troubled by odd bumps and sounds in the night, something has been interfering with his mail, and recently his butler, Grimly, has disappeared. The players investigate during a night at the manor, where dark secrets lurk around every corner. Published by Coldlight Press

Cover of G1-2-3 Against The Giants
G1-2-3 Against The Giants
AD&D
Levels 8–12
32 pages
0

This material was originally published as three separate adventures: G1 (STEADING OF THE HILL GIANT CHIEF), G2 (THE GLACIAL RIFT OF THE FROST GIANT JARL), and G3 (HALL OF THE FIRE GIANT KING). Contained herein are referee notes, background information, maps, and exploration keys for three complete adventures using the ADVANCED DUNGEONS & DRAGONS rules. This module can be used alone or as the first in a series of adventures that includes Dungeon Modules D1-2 (DESCENT INTO THE DEPTHS OF THE EARTH), D3 (VAULT OF THE DROW), and Q1 (QUEEN OF THE DEMONWEB PITS). TSR 9058

Cover of T1 - Lord Griffons 40 Golden Eggs
T1 - Lord Griffons 40 Golden Eggs
5th Edition
Level 4
35 pages
0

This adventure was featured at GriffonCon in South Bend in 2016. Two countries are uniting for a wedding when one of the most important gifts of the union is stolen. Without the dowry of the 40 Golden Eggs from Lord Griffon the wedding will not occur and war will be the likely outcome. A quartet of the most loyal warriors has been sent into to Chromatic Canyon to deal with the bandits and retrieve the items! This is an “EGGSELLENT” adventure for convention tourneys!

Cover of Pathfinder Adventure Path #6: Spires of Xin-Shalast (Rise of the Runelords 6 of 6)
Pathfinder Adventure Path #6: Spires of Xin-Shalast (Rise of the Runelords 6 of 6)
Pathfinder
Level 15
68 pages
0

A Runelord Rises! The Rise of the Runelords Adventure Path concludes! The Runelord of Greed, Karzoug the Claimer, stirs in the legendary city of Xin-Shalast. There are more forces than an ancient evil wizard at work in this remote corner of Golarion, a place where the boundaries between reality and nightmare are unnaturally thin. Karzoug's minions have awakened as well, among them giants and dragons and devils and worse. Could there be an even deeper evil poised to emerge from the darkness at the dawn of time? Can the Rise of the Runelords be stopped?

Cover of The Twofold Talisman Adventure One: The Heart of Light
The Twofold Talisman Adventure One: The Heart of Light
AD&D
Levels 6–7
11 pages
0

The players are tasked by a mysterious Wizard's servant quest to recover the two gems of the Twofold Talisman: the Heart of Light and the Ebon Stone. The quest for the Heart of Light takes the adventurers to the Wizard's own mansion. Pgs. 43-54

Cover of Pathfinder Adventure Path #104: Wrath of Thrune (Hell's Vengeance 2 of 6)
Pathfinder Adventure Path #104: Wrath of Thrune (Hell's Vengeance 2 of 6)
Pathfinder
Level 4
92 pages
0

The knightly order known as the Glorious Reclamation continues its crusade against diabolic Cheliax, conquering the town of Kantaria, where the goddess Iomedae once ruled as a mortal. The villainous adventurers, now official agents of House Thrune, must retake the town, depriving the knights of a valuable holy site. Can the evil characters earn greater infamy and prestige by dealing the Glorious Reclamation a serious defeat in their most substantial territorial gain so far, or will the knights' rebellion continue unchecked across Cheliax?

Cover of S4 The Lost Caverns of Tsojcanth
S4 The Lost Caverns of Tsojcanth
AD&D
Levels 6–10
64 pages
0

In the Yatil Mountains south of Perrenland there is rumored to be a magical hoard of unsurpassed value, a treasure of such fame that scores of adventurers have perished in search of it. Find the perilous Lost Caverns of Tsojanth and you may gain the hidden wealth of the long-dead arch-mage-- if you live. Module S4, this contains a brief wilderness journey to the caverns, but the bulk is underground. The caverns are noted as a previous lair of the Arch-mage Iggwilv- though she is long gone, her Demonomicon remains. This module marks the first appearance of several monsters and items that would later appear in the Monster Manual 2 and Unearthed Arcana. A labyrinth features in the caves. TSR 9061

Cover of Pathfinder Adventure Path #26: The Sixfold Trial (Council of Thieves 2 of 6)
Pathfinder Adventure Path #26: The Sixfold Trial (Council of Thieves 2 of 6)
Pathfinder
Levels 3–5
93 pages
0

To banish the monstrous shadows that stalk Westcrown by night, the PCs go undercover, joining the city’s chaotic theatrical community in an elaborate plot to infiltrate the estate of the decadent lord-mayor. Yet theater life turns deadly when they become players in a spectacle no actor has ever survived. Can the PCs endure their debut performance in a city where an actor’s first big hit is often his last? This volume of Pathfinder Adventure Path continues the Council of Thieves Adventure Path, and includes: "The Sixfold Trial," a Pathfinder RPG adventure for 3rd-level characters, by Richard Pett The Six Trials of Larazod, the complete and unabridged text of that infamously deadly play, by Nicolas Logue An exploration of the faith of Iomedae the Inheritor, goddess of valor, by Sean K Reynolds Pathfinder Varian Jeggare investigating death among the aristocracy in the Pathfinder’s Journal, by Dave Gross Six new monsters by Darrin Drader, David Eitelbach, Sean K Reynolds, and F. Wesley Schneider

Cover of Wearers of Flesh
Wearers of Flesh
5th Edition
Level 3
32 pages
0

Did you know there’s a skeleton inside each of us? The players will find themselves in a community of scared anthropomorphic rabbits and exploring the lair of undead wizards looking for flesh to wear. There are opportunities for combat, roll play, puzzle-solving and exploration. This was written as a submission for the Summer Adventure Design Contest over at Bryce's Adventure Design Forum.

Cover of An Ogre and His Cake
An Ogre and His Cake
5th Edition
Levels 1–3
24 pages
0

The young heroes are invited to Massie Littlefoot’s birthday party before she departs for wizarding school in Waterdeep. At the height of the party, Clonker, an ogre known to live nearby, steals Massie’s cake! The heroes must brave the forest and get Massie’s cake back before everyone goes home. This introductory adventure is designed for level 1-2 characters. What Is This Project? An Ogre and His Cake is an introductory 5th edition Dungeons & Dragons adventure built for and tested by kids. It is every parent or guardian's dream to share their passions with the young ones they love. We hope Clonker, the lovable ogre, opens these doors for you. We also want to support children and families who are unable embark on every adventure. All of our creator royalties (50% of what you pay, with the other 50% supporting the upkeep of the Dungeon Masters Guild and Wizards of the Coast) will be donated directly to Extra Life, a non-profit organization focused on supporting children's hospitals through communal gaming events.