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Cover of Last Gasp
Last Gasp
5th Edition
Level 6
26 pages
0

Last Gasp is an adventure set in a desert setting, exploring the cursed tomb of an ancient king of great magical power, a magical river, and includes both deadly combats and mysteries to confound tomb-robbers. Seek out the riches of a king, and may fortune favor you!

Cover of Caverns of the Howling Moon
Caverns of the Howling Moon
5th Edition
Levels 4–5
4 pages
0

A serpentine lamia lair suitable for four or five 4th-level characters. A matriarch lamia leads a large consortium of merchants from a distance and through intermediaries. However, she has recently descended into the common madness of her kind and set up a 'celebration' at an abandoned mine for her consortium and their guards. Will you survive the party?

Cover of Assault of the Steel Horde
Assault of the Steel Horde
5th Edition
Levels 4–5
3 pages
0

The earth churns in a city graveyard, revealing not the undead but an ancient war machine. A great iron transport bores its way up from depths below, disrupting funeral rites and sending the citizens into a panic. With an opportunity to investigate and reap the rewards of bravery, the party closes on the graveyard. There they discover that the pilots of the strange vehicle are soulless automatons who have spent an eternity burrowing toward the battlefront of a long-forgotten war. In this action-packed and gritty adventure, the party must battle automatons, breach the iron transport, and put down its mad and malfunctioning commander.

Cover of Courts of the Shadow Fey for 5th Edition
Courts of the Shadow Fey for 5th Edition
5th Edition
Levels 7–10
148 pages
0

The Free City of Zobeck has thrived since overthrowing the tyrannical Stross family. But an ancient bargain gives the Queen of Night and Magic a claim to the city—and now the shadow fey have seized Zobeck as their own. The city’s only hope lies with a band of heroes who can outfight and outwit the shadow fey in the heart of their own realm: the maze of treachery and deceit that is the Courts of the Shadow Fey. This 148-page 5th Edition adventure contains 100 NPCs, a map with more than 60 locations of the Courts, and more than 40 combat and roleplaying encounters. Courts of the Shadow Fey takes you from the mortal world to the heart of Shadow, where you’ll: Fight your way through the dangers of the Shadow Realm to reach the shadow fey’s courts Engage in dangerous courtly intrigue, trying to increase your status to win an audience with the Queen herself Duel for honor, and perhaps win the hand of a lover among the fey nobility Can you free Zobeck from the grasp of the shadow fey? Or will your fate become a tale told in hushed tones as a warning against angering the Queen?

Cover of Pit of the Dust Goblins
Pit of the Dust Goblins
5th Edition
Level 4
6 pages
0

The people of Feycircle believed the fairy ring for which their town was named protected them from the encroaching sands of the Western Wastes. When the ring withered, they learned they were right. Feycircle’s dewflecked pastures and verdant forests succumbed to the Wastes in an instant. Feycircle sank deep into the sands and was soon occupied by a tribe of fanatical dust goblins, a herd of dogmoles, and the giant worms that caused the blight. The PCs may explore the keep—the only structure remaining in the dusty sinkhole now called the "Pit of the Dust Goblins." Inside the keep is an entrenched gatekeeper who can divulge that two children remain in town, imprisoned by the goblins. The dust goblins have summoned and imprisoned a selang—a shadow fey—inside the blighted fairy circle. The goblins fear open combat and have laced the sunken keep with traps, and would sooner parley than fight.

Cover of The Undying Tournament
The Undying Tournament
5th Edition
Level 8
6 pages
0

Within the darakhul city of Gonderif, at the nadir of a thousand‑foot‑deep chasm, is the site of a vile tournament where Gonderif ’s most rebellious slaves and war prisoners are forced to fight to the death—and through undeath after undeath—until only one living champion remains. Whether they came as captives or as liberators, the PCs must survive the Undying Tournament.

Cover of A Shroud for Aganatha
A Shroud for Aganatha
5th Edition
Level 11
4 pages
0

A bargain struck between a dwarf chieftain and a great divine power forms the heart of this adventure. The chieftain, unwilling to step down from her position as ruler, seeks a way to hide from the god. When the party rescues some of her kin, they are offered riches for recovering a long lost magical shroud with the power to obscure mortals from the eyes of the gods. But recovering the shroud draws the attention of the god’s agents, and the party must choose a side. In this storied and fate-filled adventure for eleventh-level and up PCs, the party must battle their way through a ruined dwarven armory before deciding the fate of the chieftain.

Cover of Madman at the Bridge
Madman at the Bridge
5th Edition
Level 4
8 pages
0

In the thriving city of Zobeck, a breakdown of the vital Puffing Bridge is throwing a wrench into the entire city. Workers can’t reach their jobs, merchants and goods can’t reach markets. In short, if this problem isn’t fixed quickly, there’ll be chaos in the Free City. Of course, this isn’t a simple mechanical breakdown but an act of sabotage, and the saboteurs are still at work when characters arrive to investigate.

Cover of The Blood Vaults of Sister Alkava
The Blood Vaults of Sister Alkava
5th Edition
Levels 5–6
13 pages
0

Nightmare of Blood! The village of Karvolia has paid its annual tribute of blood to the Red Goddess—but this year, none of the donors returned. Now the priestess commands the village elders to send another dozen young men and women to the edifice of stone that looms on the cliffs overlooking the village: the dreaded Blood Vaults. The terrified elders are willing to pay adventurers handsomely to find a way to make this second tribute pass them by. Unfortunately, the latest set of donors has already entered the Blood Vaults, and are being prepared for the donation process…

Cover of Swept Away
Swept Away
5th Edition
Level 6
4 pages
0

A local monolith which is the nearby town's good-luck charm and tourist attraction is taken as a lair of a wandering wind harp devil. Will the heroes banish the devil, or come up with a dark bargain?

Cover of Sanctuary of Belches
Sanctuary of Belches
5th Edition
Level 5
21 pages
0

The trouble began several weeks ago when a duergar excavation team went to work in a long-abandoned temple. Drawn to the temple by stories of riches and artifacts, the duergar hired several giants as laborers before cracking the temple’s sealed doors. The largest of the giants, a loathsome Thursir mutant named Huppo, used his acidic vomit to expedite tunneling into the temple’s collapsed hall of worship. Then, Huppo found the horn—an unusual instrument made from a single piece of stone, with a mouthpiece so intricate only a master carver could have made it. The horn became the giant’s obsession. Seeing only the horn’s potential sale value, the dwarves demanded Huppo turn it over to them, but Huppo refused. To force compliance, the dwarves stopped feeding the gluttonous brute, but Huppo had already found his own source of food; in deep areas of the temple, worms were chewing out of the rocks, and Huppo ate them by the fistful. He also played the horn. Then, after several days of blowing the horn and devouring the strange worms, Huppo released a belch so noxious the dwarves had no choice but to lock him in a sealed chamber and carefully consider their next move. The horn’s call, however, had caught the attention of passing nomadic orcs. They set up camp outside the temple entrance in the hope of finding the horn and its player. That’s the current situation at the temple: the giant refuses to stop blowing the horn and belching out deadly clouds of stomach gas; the dwarves are frightened and edgy while their leader is obsessed with malevolent whispers; orcs are threatening to overrun the place; and the population of worms grows steadily as something awakens deep in the stone beneath the sanctuary of belches.

Cover of Carrion Shrine of Quregth
Carrion Shrine of Quregth
5th Edition
Level 6
6 pages
0

Qorgeth’s fanatical undead followers await a messenger from their dark master. They whisper blasphemous prayers at blood drenched altars in total darkness, their profane chants calling Qorgeth’s demonic emissary to the mortal world. The unspeakable evil that now threatens Midgard’s Western Wastes was awoken by the well intentioned mistakes of a man named Petring, a loving father who was seduced by Qorgeth’s lies. It falls to a party of PCs to undo his cataclysmic mistakes and protect Midgard from the coming of a demon prince.

Cover of Doom Croaker's Branches
Doom Croaker's Branches
5th Edition
Level 4
4 pages
0

"Doom Croaker's Branches" is a lindwurm lair suitable for four or five 4th level characters. This adventure can be completed in one session.

Cover of The Tomb of Mercy
The Tomb of Mercy
5th Edition
Level 8
12 pages
0

The players and the DM compete in a race against time to see if all humanity can be saved, or if the fiendish servants of the Hells can corrupt the world for their own nefarious purposes. Special time-keeping and resurrection mechanics are included to keep the pace exciting and the plot moving. Prepare to delve into the long-forgotten Tomb of Mercy!

Cover of Palace of the Wind Lords
Palace of the Wind Lords
5th Edition
Level 7
6 pages
0

An ancient palace constructed by the mighty Wind Lord Boreas has a new master: the gnoll sorcerous matriarch Odjanbago and her clan—the Archthieves. With the flying Sky Palace at her command, Odjanbago’s legendary clan of thieves and killers have cast a shadow of fear over the Southlands’ northwestern desert. All tremble in fear of the Archthieves, from the jinnborn tribes of the Dominion of the Wind Lords to the priests of Bastet in Nuria Natal. Even lords of Midgard’s Seven Cities grow uneasy at their mention. Whether they hail from the Southlands or elsewhere in Midgard, the PCs must shoulder the responsibility of ending Odjanbago’s reign of terror.

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 The White Worg Accord
The White Worg Accord
5th Edition
Levels 2–3
12 pages
0

The noble dwarf Wulfstan vom Meer seeks adventurers to travel on his one remaining ship to the clan’s village, and to protect his vessel against any threats at sea. When they meet the White Worg Reavers, he wants the party to negotiate for the loan of two longships and their crew. Vom Meer offers 500 gp to anyone willing to undertake this task. It seems like easy money. However, the Wolfheim clan has troubles of its own—a group of trollkin bandits known as the Mossback Raiders have been competing with the White Worgs for territory west of Wolfheim. Their rivalry is coming to a head. When the PCs arrive at the White Worg homestead, they learn that the reaver dwarves are recovering from a recent attack. Their homestead has been sacked and vom Meer’s kinsman, Knud Stoneson, has been slain. Without a family connection, the clan’s chief will agree to vom Meer’s proposal only if the PCs will help rid them of that troublesome band of trollkin. If the PCs are to succeed in their task and help vom Meer, then a reavin’ they must go! This adventure for the 5th Edition of the world’s first RPG is meant for four 2nd and 3rd-level characters. Designed by Lou Anders, with cartography by Dyson Logos and cover art by Phil Stone.

Cover of Shadows of the Dusk Queen
Shadows of the Dusk Queen
Pathfinder
Level 8
20 pages
0

Throughout the land, legends of the Dusk Queen persist. They speak of a sometimes kind, other times cruel, yet always mysterious fey queen who ruled from her Dusk Tower—a tall spire of smooth, dark stone in the heart of a great, shadowy forest. Perhaps the most gripping legends, however, whisper of the Dusk Queen’s sudden and mysterious disappearance. Also available in 5e format.

Cover of Murder on the Crossroads
Murder on the Crossroads
5th Edition
Level 3
22 pages
0

The General who commanded the successful and profitable Crossroads Mercenary Company turns up murdered in his home, on the very eve of his scheduled announcement of which of his ambitious captains he’s chosen to succeed him as commander-in-chief. Every one of those commanders was in the house when the murder occurred, so they’re all suspects. If that’s not enough to keep things exciting, the clock is ticking down to zero. The General made a pact with devils years ago, and unless the murder is solved quickly, an infernal gate will open, allowing devils to flood through the General’s mansion into the world at large.

Cover of Tomb of the Scorpion Prince
Tomb of the Scorpion Prince
5th Edition
Level 8
4 pages
0

The infamous Scorpion Prince ruled his domain centuries ago, but the lands are still desolate, a testament to his poisonous influence. His terrified subjects rejoiced in his death but also feared he would return if not interred properly. To ensure the prince's happiness in the afterlife and his tomb's security, his people erected a great monument and created trap-filled chambers to house and protect his body and his wealth.