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Cover of Lost Gods
Lost Gods
5th Edition
Levels 3–5
7 pages
0

The town of Medeira was once a thriving and bountiful place. Over the last six months, what once appeared to be alive, is now slowly withering away into nothing. Crops are failing. Disease plagues the townsfolk. Nearby water sources are drying up. And everything traces back to the goddess that the town worships, a creature that most adventurers will recognize as… Medusa. Only she can return the town to its former glory. Or perhaps she’s destined to bring ruin. If only someone could get to her and find out.

Cover of The Grandmother Tree
The Grandmother Tree
5th Edition
Levels 2–3
15 pages
0

Cookie swarms? Bubble traps? A three-story tree house? The Grandmother Tree is a whimsical adventure about friendship aimed at elementary kids (and kids at heart) who love the problem-solving and adventuring part of playing Dungeons & Dragons and enjoy resolving encounters with less combat. Share your joy of Dungeons & Dragons with the whole family! This two-hour one-shot is suited for characters level 2-3, and includes the following features: -New ‘monster’ and trap that appeal to kids -Full-color maps -Detailed flowchart of the whole adventure to streamline your prep -Can be dropped into any existing campaign or run on its own -Fully playtested by kids -Printer-friendly version of the adventure and maps -Kid-friendly artwork -Interactive mini games your whole table will enjoy -Tips on playing TTRPGs with kids, graciously donated by Anne Gregersen from her best-selling guide, Little Heroes -A portion of the proceeds benefits Extra Life, helping fund children’s hospitals

Cover of CCC-RPSG-03 Fenaria's Gambit
CCC-RPSG-03 Fenaria's Gambit
5th Edition
Levels 11–16
74 pages
0

As the Red War rages and Mulmaster burns, the Cult of Glaugrax sunders the arcane bindings on their alien master, unleashing an ancient evil that threatens to sink the Factions' evacuation efforts. Can you thwart them before the City of Danger is swept away in the wake of Fenaria's revenge? Part 3 of The Neverdusk Trilogy. A Four-to-Six Hour Adventure for Tier 3 Characters. Optimized for APL 13. The long-awaited Conclusion to the tale that started with Ooze There?, an ENnie Awards 2019 nominee in the Best Organized Play category! This adventure is Part 3 of "The Neverdusk Trilogy", and it brings the tale of Fenaria Neverdusk, Sovad Klim, and the mysterious Cult of Glaugrax to a close! Fenaria's Gambit (a.k.a. Ooze Left?) debuted at Doujin Market Online/RPG Day Singapore 2020, a digital convention held by the D&D AL Singapore Community. This v1.01 package includes: - Full color cover art by digital painter Koh Jia Wei (Firons), with art inserts for key scenes in his unique style. - A high quality digital map pack for key encounter locations, in both Black & White and Full Color by digital artist Ryan Tan Chen Wayne (Ryzwayne). - An image by Ryzwayne demonstrating Sovad's ingenuity with the wall of stone spell in his Bonus Objective (Yes, we know he has fans). - A three (3) page cheat sheet with Jason's personal tips for running Fenaria's Gambit.

Cover of The Desert Vault
The Desert Vault
5th Edition
Level 1
5 pages
0

The adventurers are asked to search for a local temple official who has not returned after leaving to search for a hidden treasure vault. On their way, they are attacked by some Kobolds and chase the fleeing monsters to the hidden entrance. The adventurers explore the ruins and discover what has become of the missing temple official.

Cover of CCC-RPSG-02 Ooze Next?
CCC-RPSG-02 Ooze Next?
5th Edition
Levels 5–10
41 pages
0

A sunken ruin deep beneath the bay of Mulmaster holds the key to unraveling the Cult of Glaugrax’s nefarious plans. Dare you brave danger and duplicity to plumb its depths? Part 2 of The Neverdusk Trilogy. A Two-to-Four Hour Adventure for Tier 2 Characters. Optimized for APL 8. The Sequel to Ooze There?, an ENnie Awards 2019 nominee in the Best Organized Play category! This adventure is Part 2 of "The Neverdusk Trilogy", and continues the tale of Fenaria Neverdusk, Sovad Klim, and the mysterious Cult of Glaugrax! Ooze Next? debuted at Lion City Conclave 2019 - a charity convention by the D&D AL Singapore Community. The v1.02 package includes: - Full color cover art by digital artist Lau Shang Hui (NezArt), with additional art inserts for key scenes - A high quality digital map pack for key encounter locations - A two (2) page cheat sheet with Jason's personal tips for running Ooze Next?

Cover of DDAL08-12 Xanathar's Wrath
DDAL08-12 Xanathar's Wrath
5th Edition
Levels 5–10
30 pages
0

This couldn’t get worse. The key you are searching for has fallen into the hands of the eye tyrant of Skullport himself. Now you just need to rob Xanathar without getting disintegrated. Part Three of the Skullport Shakedown trilogy. A 2-4 Hour Adventure for Tier 2 Characters. Optimized For: APL 8

Cover of Grammy's Country Apple Pie
Grammy's Country Apple Pie
5th Edition
Levels 1–3
8 pages
0

A kid-friendly adventure for heroes of all ages and experience levels! When the ancient wizard Tyndareus develops a craving for a special treat from his childhood, he will stop at nothing to get his hands on the best apple pie in the whole world. He hires a group of adventurers to seek out the bakery that once produced the wonderful dessert – unfortunately for them, the bakery has long since been overrun by goblins. But all is not as it seems at Grammy’s Bakery, and Tyndareus isn’t the only one who’d do anything for those pies.

Cover of CCC-PHA-01 Six Summoned Swords
CCC-PHA-01 Six Summoned Swords
5th Edition
Levels 5–10
50 pages
0

Meaningful decisions, unexpected twists and memorable characters are the foundations of this dark 4-hour adventure for 5th to 10th level characters. A chance encounter on an unassuming road leads to a dangerous and lucrative opportunity. But what seems simple on the surface turns out to be much more below. Thrust into a world where every enemy has an enemy and everyone has their own dark motive, the only chance to survive is to ally with the right foe. Sometimes “doing the right thing” comes only in shades of black. Six Summoned Swords is a stand-alone adventure that begins on the side of the road leading to Phlan and can be easily accessed by any adventurers traveling through the Moonsea region. In addition to a world full of intrigue and complex character choices, purchasing this adventure includes: An Official Adventurers League magic item certificate Printable portrait cards with roleplaying tips for important NPCs Gridded reference maps for combat encounters Condition icons to help track character status Special Certificate Holder ideal for event play NEW: Season 8 Item Unlock Handout - prints 9 to a page, one for every player! * Looking for an adventure to run at your special game day or convention? This adventure includes a “certificate holder” that features specially created art of the adventure’s magic item. When printed in colour and on card stock, it perfectly frames the official AL magic item certificate from this adventure and makes for an unforgettable souvenir. About the Swords Below the Moonsea Saga The saga consists of three adventures, with this adventure serving as a stand-alone prelude. The series continues with Six Striking Swords and Six Swords Unbound, the two of which should be played in tandem.

Cover of CCC-YLRA01-01 Her Dying Wish
CCC-YLRA01-01 Her Dying Wish
5th Edition
Levels 5–10
36 pages
0

You’ve come to the wild frontier outpost of Ylraphon, a town rebuilt from destruction and now ruled by adventurers, to pass on a proud noblewoman’s final wish to her dungeon-raiding heirs. Yet the young heroes of House Marsh have delved too deep. Can you rescue them from a trap filled ruin, vengeful assassins, and a mysterious entity that turns its attackers into its defenders? The suggested run time is 4 hours, but in practice needed much longer. Ideal for open ended play. Lots of background information - bordering on too much.

Cover of Finders Keepers
Finders Keepers
5th Edition
Level 20
61 pages
0

How many times have you started a campaign and it dissolved before you reached the top tier? How many builds have you made, all of them assuming reaching level 20, but you have never managed to try them out? Put your regular campaign on hold and see what happens when PCs reach level 20! “Finders Keepers” is an epic Dungeons and Dragons adventure, set in Forgotten Realms and beyond. The stakes are high: the location of one of the legendary Books of Keeping has been discovered, and now various powers of the universe vie for control over that power… Devils, demons and fallen angels; the mighty shall fall and who is going to be left smelling the ashes? The adventure starts with a fight with an ancient red dragon. Then things escalate and your players will have their 20th level spells, powers, and skills tested! Battle the game's most powerful beings, visit distant planes and make world-shaping decisions! The fate of Toril is in their hands…

Cover of Witch Hunt
Witch Hunt
5th Edition
Levels 5–8
6 pages
0

This quest is for a party that urgently needs to resurrect a fallen character but lacks the means of casting or accessing standard resurrection spells. With no other options, the party seeks a hag whose preternatural magic can bring the deceased character back to life. However, the characters must save the hag from a misguided group of knights looking to slay her. Includes a quest-related NPC that a player can control if they're waiting for their character to be resurrected.

Cover of Jungle Treks
Jungle Treks
5th Edition
Levels 1–10
36 pages
0

Six short adventures to supplement your exploration of the jungles of Chult! These six fun adventures feature interesting challenges highlighting the dangers of the jungle. Each scenario is easy to drop into Tomb of Annihilation or any wilderness campaign. Includes the following adventures: Tavern Trouble - With a mysterious curse upon your guide, escaping lizards, and foes who have come to settle debts, your jungle trek gets interesting before you even leave the tavern! If Looks Could Kill - Crossing paths with a merchant prince's expedition can be very lucrative. The expedition members' agendas present interesting choices, as do the dangerous denizens of the swamp. Ambush from Above - Grung acrobats? With a team mascot? What is going on here? Mystic River - Traveling downriver suddenly comes alive with dangerous white water, carnivorous plants, a brontosaurus' tail... and an unusual spectator! Mudslide - It's been raining for days, and that rumble isn't a dinosaur! Run for your lives, and watch the creatures in the mud! Beautiful Plumage - Ancient ruins are now home to beautiful but dangerous singers. A batiri queen demands revenge and her tribe's totem awakens! Perfect for DMs running Tomb of Annihilation: Each adventure fully supports levels 1-10 Ready to run fun, with maps, art, and complete monster statistics Is traveling through the jungle getting dull? Drop in one of these innovative encounters providing interesting roleplay and combat experiences! Party unsure of where to head next? Each scenario provides links both to other Jungle Trek adventures and to Tomb of Annihilation plot points. Provides hours of play!

Cover of Rise of the Redscales
Rise of the Redscales
5th Edition
Level 4
20 pages
0

Two feuding kobold tribes have been left alone in their dragon queen's lair. Without supervision, surrounded by the wealth of nations and piles of magical artifacts. How long before things devolve into utter chaos? Set inside an enormous dragon's lair, the adventure allows players to take control of the best and brightest among the kobold tribe known as the Redscales. Their entire lives they have been the Dragon Queen's minions and her lair's caretakers. But the Dragon Queen has been gone for some time now and an ancient feud with another kobold tribe (the Bluescales) is about to be a rekindled. And the trap- and treasure-filled lair is to become their battleground. The gameplay is a mix of roleplaying, involving some tough moral choices (well, tough for kobolds), solving puzzles and wacky combat with kobolds wielding powerful ancient artifacts. There is an abundance of magic items, specially chosen for their potential to lead to hilarious situations.

Cover of The Shattered Circle - Classic Modules Today 5e Conversion
The Shattered Circle - Classic Modules Today 5e Conversion
5th Edition
Levels 1–3
13 pages
0

From time out of mind, the standing stones known as the Circle of Cahervaniel have stood lonely vigil on a grassy hilltop. Sheepherders once moved their flocks over the hill and through the circle, sometimes resting in the cool shadows cast by the ancient stones. Everything changed when a stone finger fell, revealing a fissure in the earth. Now, dark shadows caress the circle after the sun sets. Creatures out of nightmare dance upon the hillside at night. Many swear that a unicorn of deepest ebony now hunts all upon two legs who draw near, while stunted creatures scurry in the shadows, abducting sheep from their sheds and drawing them down below ground for food. After the disappearance of a sheperd, fear grows stronger in neighboring villages. Who will brave the black hollow of the ancient Circle of Cahervaniel? Heroes of stern mettle must descend into the cavity and explore the ancient spaces existing there. Product History "The Shattered Circle" (1999), by Bruce R. Cordell, is a generic adventure for AD&D 2e. It was published in January 1999. Origins: Another Generic. After Wizards of the Coast began publishing D&D, their first year and a half of generic adventures were all classic revivals: returns to RPGA tournaments, to classic adventures, and to Dungeon scenarios. Even "A Paladin in Hell" (1998) was a return in its own way, to the demons and devils that TSR had become afraid of. Wizards was staking out new ground by reclaiming the past. "The Shattered Circle" (1999) was the first generic Wizards adventure that was simply a generic adventure, with no deeper origins and no hidden motives. Artifacts of Note. the foundingstone and the harp Euphonious are both one-off named magic items. However, it's sword Icerazor that's the most interesting. It's said to have grown from a shard of Frostrazor — a sword that would only appear ten months later in Return to White Plume Mountain (1999). There, it's listed as one of Keraptis' four implements of power, alongside Wave, Blackrazor, and Whelm — meaning that Icerazor (and this adventure) are just one step removed from White Plume Mountain itself. Monsters of Note: Chitine. It's somewhat curious, given the Greyhawk and Neverness connections, to note that the chitine debuted in MC11: "Monstrous Compendium Forgotten Realms Appendix" (1991). The spider-humanoids have generally been a Realms creature, featuring in bestiaries and histories for that setting. However, they also received a more generic "Ecology of the Chitine" in Dragon #223 (November 1995), which introduced the choldrith, or chitine priestess. This is their major adventure appearance. When asked about pronouncing their name Cordell says that he "can't be 100% sure of the original designer's pronunciation", but he prefers "KI-TEEN". About the Creators. By 1999, Cordell was one of D&D's most prolific writers. He'd previously authored many slightly related adventures, such as The Gates of Firestorm Peak(1996) and the sahuagin (1997) and illithid (1998) Monstrous Arcana adventure trilogies. This conversion guide allows DMs to run the original module with 5th Edition rules. To use this conversion guide you will need a copy of The Shattered Circle, originally available in hard-copy and now for sale in Digital format at the DMs Guild. This adventure is a generic adventure, not specifically based in any existing setting. Suggestions are given in the conversion guide to place the adventure in the Forgotten Realms.

Cover of Meltdown in the Mire
Meltdown in the Mire
5th Edition
Levels 5–12
14 pages
0

The Dysmal Swamp is a coastal wetland that stretches over 100 square miles. Devoid of any urbanization, the ecosystem enjoyed its dank sanctuary. A community of bullywugs called the swamp home for generations, hunting and maintaining the balance of the land. The land also appealed to the Belange Company, a wicked fey-run enterprise making cheap magic items, who needed a secluded location far from both thieves and oversight. When the Belange Company established their magical workshop in the swamp, the bullywugs attempted to drive them off. However, the Belange Company’s supply of magical items provided enough firepower to protect their endeavor, and many bullywugs fell in the initial conflicts. The Belange Company began crafting scores of magical items to be sold across the region, using a cheap alchemical process that produced a nasty liquid byproduct glowing with chaotic magical energies. Rather than devise a new process, the Director decided to discharge the waste into the swamp. As production increased, so did the pollution, and the sludge began to warp the wetland. The region’s typically reclusive bungisngis population became aggressive. It is only a matter of time before these mutated swamp giants lay waste to bullywugs.

Cover of Bolton's Tomb
Bolton's Tomb
5th Edition
Levels 3–5
7 pages
0

A generic tomb usable for one off adventures or unplanned exploration discovery.

Cover of Jungle Politics
Jungle Politics
5th Edition
Levels 3–5
8 pages
0

Frog-Emperor Tadpool has led his people to the wonderful warmth of the jungle peninsula, and seeks to be part of the grung village of Dungrunglung. However, he'll need some impressive gifts if the grungs are going to let their poison-less cousins move in. The adventurers will assist the king's aide, Pond-Dredger, in completing these tasks. This adventure should take approximately two hours and is designed for a party of four players, ranging from levels 3-5. Jungle Politics is a short, lighthearted module that can help facilitate the player's introduction to Dungrunglung. If aided, the bullywugs can translate the grung language to common, an invaluable asset when dealing with a race that speaks only one language and who are known for poor tempers.

Cover of And Then There Were None
And Then There Were None
5th Edition
Levels 1–3
17 pages
0

Emhin manor stands forlorn in its ruined gardens. The Emhin family dissapeared one night, many years ago. Now its up to you to brave the mansions dark chambers, and uncover a horrifying family secret... 'And then there were none' is a one shot Horror adventure, lasting about 3 to 4 hours. The PCs explore the abandoned Emhin manor, trying to unearth what horrible events happened to the Emhin family on a dark night many years past. Designed for a party of four to six 2nd level characters, or a party of four 3rd level characters, it provides rules to tailor encounters depending on level and party. The adventure contains three unique monsters to challenge and terrify the PCs. Setting neutral, it can be added to an ongoing campaign, or be the start of a longer running adventure. Warning: this adventure contains undead monsters, hauntings and visions of murder and torture.

Cover of Guts, Gods, & Glory In That Order
Guts, Gods, & Glory In That Order
5th Edition
Levels 6–8
34 pages
0

This quest takes the player characters through a harrowing journey of dangerous adversity! The characters are informed that some unknown adversary has disrupted an ancient tree called Wise Willow. This sends them first on a subterranean excursion into ancient tunnels infested with curiously ravenous Thri-Kreen! Then, they are introduced more formally with Wise Willow, who requires their services to cure her terrible plague! The players must then navigate the wild maze of her surface roots, purge it of grotesque creatures, and then find the cause of her ailment. Doing so excites the interest of the deities, Lathander and Sylvanus, who descend from the heavens in a glorious show of light and mysticism! The two divine beings then graciously bestow their gifts upon the party to reward their deeds. The player characters embark on a perilous journey that will test their resourcefulness and wits in a building arc of intensity. The environments are deeply detailed by the boxed text and should provide you and your characters a sturdy foundation for your creativity to launch from. There is a compelling story full of lamentations as well as laughs. The robust exposition sets up hours of challenging, combat-heavy “dungeon delving” throughout the quest. The aim is to maintain a versatile balance between “hack-and-slash” and “immersive storytelling” play styles, so that everyone can enjoy it in their own way. The numerous optional components allow you to scale the difficulty to your liking, and there is plenty of space for you to use your own creativity to enhance the content. Guts, Gods & Glory is a Dungeons & Dragons module using the 5e rules. It is designed to be played by three to six players of sixth to eighth level. It takes place in the Sword Coast setting of the Forgotten Realms, specifically the Elturgard region. Changes can be made to make it playable in a nondescript setting.

Cover of Chaos Reaver (5th Edition)
Chaos Reaver (5th Edition)
5th Edition
Levels 5–9
31 pages
0

Set in the Age of Mortals, 80 years after the War of the Lance, adventurers seek the legendary sword Chaos Reaver, a magical weapon that can help defeat the incursion of chaos creatures left over after the Chaos War. The adventure brings the heroes from the misty isle of Cristyne into the otherworldy realm of the Gray and is designed with flexibility for 4-5 characters of levels 5 up to 9. The adventure also introduces chaos creatures such as the shadow wight and daemon warrior, as well as several other classic Dragonlance creatures new to 5th Edition - the wichtlin, artifact spirit, and white dragonspawn. Also includes full details on the magical sword Chaos Reaver and a variety of handouts that give clues to the characters as they seek the sword.