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Cover of Domes of Ishaq-Zahur
Domes of Ishaq-Zahur
5th Edition
Level 5
80 pages
0

The Domes of Ishaq-Zahur adventure is a tabletop roleplaying game module for 5th Edition D&D and Pathfinder featuring challenging combat and traps, a gamut of mind-bending puzzles, a completely custom cast of NPCs and monsters, detailed backstory and plot, and guidelines detailing the best ways to run the sessions standalone or incorporate it into your ongoing campaign. Domes of Ishaq-Zahur introduces the players and characters to a dangerous desert world and the elusive history of the precursor races. Part 1 of the Fate of the Forebears Adventure Path Produced by 2CGaming ​

Cover of DDAL04-07 The Innocent
DDAL04-07 The Innocent
5th Edition
Levels 5–10
21 pages
0

The mists have led you deep into Glumpen Swamp to a den of great evil. Within, the unliving son of an unliving god awaits the peace of death that eternally eludes him. Will you grant him his rest, or realize the part he is to play in things to come? Part Seven of Misty Fortunes and Absent Hearts.

Cover of White Dragon Mountain
White Dragon Mountain
5th Edition
Levels 17–20
20 pages
0

A 20th level one-shot "An ancient white dragon guards a mystical portal. Its power grows and threatens the world with eternal winter. Can the adventurers close the portal and defeat the dragon? Or will they end up just another frozen snack?" Not sure of what to throw at your epic level players? Try this! This 20-page, 4-6 hour adventure is sure to give them a chance to prove their worth. It includes... - An arctic location adaptable for any campaign - Three large battle maps - Action-oriented stat blocks for all monsters - Snow weirds! - ...and other stuff! Perfect as a high-level one-shot or a campaign finale.

Cover of Lost Mammoth Valley
Lost Mammoth Valley
Pathfinder 2e
Level 4
100 pages
0

With danger close behind, the Broken Tusks journey through the bountiful but treacherous Lost Mammoth Valley in search of the Primordial Flame. The Tusks' scouts solve the riddles of the primordial valley and recruit a motley league of unlikely followers, all while evading the watchful gaze of the vale's villainous overlords. In order to fulfill their quest, the scouts must ultimately go toe to toe with these vile masters: a vicious white dragon, a sadistic necromancer, and a boarish beast-god. "Lost Mammoth Valley" is a Pathfinder adventure for four 4th-level characters by Jessica Catalan. This adventure continues the Quest for the Frozen Flame Adventure Path, a three-part monthly campaign in which the heroes lead a band of nomadic hunter-gatherers across a brutal primordial landscape. This adventure also includes an examination of megafauna, including advice and rules for creating your own new giant animals; a glossary of Mammoth Lords' depictions of Golarion's most popular deities; and new prehistoric creatures to befriend or bedevil your players. Each monthly full-color softcover Pathfinder Adventure Path volume contains an in-depth adventure scenario, stats for several new monsters, and support articles meant to give Game Masters additional material to expand their campaign. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the world's oldest fantasy RPG.

Cover of FT - Barony of Civille
FT - Barony of Civille
AD&D
Levels 1–5
21 pages
0

Sitting at the mouth of the Saint Torgoth’s Causeway leading to the Newmack Sea is the port city of Civille and home to the baron of the land. This former fishing settlement has grown in the last century to be a stronghold for the Baron Philostratos de Civille as well as a financial boon for the entire area. In growing itself into a small seaport this city has been able to increase income by a factor of five. While the port itself brings in a significant amount of goods it also acts as a travel point for the Caravan Masters. This location is one of the main areas for the FD series and can be used as a base of operations

Cover of The City Beyond the Gate
The City Beyond the Gate
AD&D
Level 9
22 pages
0

"The longest, and perhaps strongest, AD&D adventure we've ever done." The fabled Mace of St. Cuthbert has been lost from the sight of both human and demi-human for many centuries. Some claim it lies at the heart of an active volcano, guarded by salamanders and flowing lava; others swear it lies buried deep inside the earth, warded by powerful magics raised by those who would see its power denied to the forces of Law and Good. A few assert that it has never left the possession of the Saint, and even now he holds it in his strong right hand. But a few claim that none of these are so that long before the Sainted Cuthbert rose to his exalted station, his mace was hidden away from those who would steal it before he returned for it, hidden away outside the bounds of normal time and space, in a place so outlandish that the Mace's power and destiny would be unknown and unknowable, and thus safe. Pgs. 45-54 & 56-57 & 59-68

Cover of The Madhouse of Tasha's Kiss
The Madhouse of Tasha's Kiss
5th Edition
Levels 3–10
38 pages
0

Can you survive the Madhouse of Tasha’s Kiss? Or will you go mad trying? A small village, empty of villagers except for one boy found sitting and weeping next to a jester’s pageant wagon. The boy explains that the villagers, including his family, followed a jester into the wagon and never came out. A portal to a pocket dimension is found inside the wagon, leading to a brass door with the word Madhouse etched into it. What lays beyond the door? What madness could the adventurers face? Can they save the villagers, or will they go mad trying? Published by Jeff Stevens Games

Cover of 1 on 1 Adventures #1: Gambler's Quest
1 on 1 Adventures #1: Gambler's Quest
Pathfinder
Levels 2–4
24 pages
0

Something is amiss in the town of Rhiannon. Recently raided by a band of vile creatures, the citizens of Rhiannon were shocked to find their lord at the root of the incident. And now Lord Kent is holding a competition for “all walks of life with a propensity for the gambling arts.” Will the PC aid the citizens of Rhiannon and uncover the truth about the mysterious Lord Kent? Or will the PC take this opportunity to line her own pockets? Either way, the answers lie inside the walls of Lord Kent’s keep and the gamblers within.

NR1.5 A Giant Has Only One Mission
AD&D
Levels 10–12
8 pages
0

The winter solstice has come to the Oakfield Province of the Free Coast, and with it an inordinate amount of snowfall. Townsfolk in the Daerns speak of a winter witch that has imprisoned the Yarl of the Frost Giants in Strangler's Deep, and until he is free the winter will continue to ravage the land, killing livestock and freezing townsfolk without the means to buy ever dwindling resources of wood. Can a party from Roslof Keep or beyond come together in time to find the truth to these rumors and set the ecological balance to right? This adventure is formatted to both 1E & 5E gaming rules.

Cover of NC7 - Giant Foothold
NC7 - Giant Foothold
5th Edition
Levels 5–7
25 pages
0

The bustling metropolis of Saydown City is the largest settlement in the Denali land and home to the current ruler King Pellet. As your party reaches the watery entrance a huge iron statue guards the docks. Upon closer inspection you notice that the item is actually a golem. After continued investigation you discover that the ‘heart’ of the creature has been stolen and you accept the job to uncover the loss!

Cover of DSM3 Marauders of Nibenay
DSM3 Marauders of Nibenay
AD&D
Levels 5–8
120 pages
0

When the brides of death become the marauders of Nibenay, When the dead must die and the unsleeping must wake, Then the Dragon shall be born anew. For centuries the Veiled Alliance has been a thorn in the side of the mighty sorceror-king Nibenay. Now the stars are right and the mysterious Shadow King has decided to rid himself of his unremitting rivals. But the Veiled Alliance is not easily defeated. They too have been watching the stars, and they know that the history of the great city has reached a crucial juncture. Both sides stand ready for a great battle, but neither is prepared for the disaster that looms over the city. By the time the sun rises again, the city will be in ruins and the task of rebuilding it will fall squarely on the shoulders of a small band of adventurers. The future is theirs to decide, for good or evil.

Cover of DDEX03-13 Writhing in the Dark
DDEX03-13 Writhing in the Dark
5th Edition
Levels 5–10
21 pages
0

An unexpected envoy arrives in Sporedome and offers to give aid against the fire giants of Maerimydra, if you are willing to help his people with a small problem. A two-hour adventure for 5th through 10th level characters. Optimized for five 8th level characters.

Cover of Valley of Black Tears
Valley of Black Tears
5th Edition
Levels 10–11
3 pages
0

An evil oracular being has taken up residence in a lonely valley. The only access to the valley is through a thick, dead wood whose shadows draw out foul memories from those who travel there. The oracle, Lurinax, has recently divined the season in which the world will end. This knowledge is greatly prized by many, so the evil fortune teller hides in his lair, protected by maddening winds and the souls of those he slew to obtain his knowledge. In this grim and dark adventure for tenth- and eleventh-level PCs, the party must travel the trail of shadows, face the manifestations of Lurinax’s victims, and finally the evil oracle himself.

Cover of AS5 - Ear of the Gods
AS5 - Ear of the Gods
5th Edition
Levels 16–19
21 pages
0

This item was originally created for MaceCon 2018 but has been rebranded as part of the Artifact series. The party meets with the religious leaders of Liverpool and are tasked with recovering a three part artifact known as the "apparta". Their journey takes the PCs through time and space with some rather high level obstructions to deal with!

Cover of Happy Jack's Funhouse
Happy Jack's Funhouse
5th Edition
Levels 3–10
60 pages
0

A prefectly creepy, horror-style one-shot adventure, excellent for Halloween sessions. The adventure takes place in Happy Jack’s Funhouse, where the adventurers encounter strange creatures, traps, and games. You can view a 20-page preview of the adventure on the product page. The painted man rode into town, tossing candy and small trinkets to the cheering children. The children, their mouths stuffed with gumdrops, laughed at his jet-black horse adorned with a white saddle festooned with jingle bells. He introduced himself to the town elders as Happy Jack and asked their permission to set up his attraction in the town square. The elders, seeing the happiness in the children, agreed. Happy Jack brought with him food vendors and a thrill ride – a large painted attraction which manifested from a leather green and red checkerboard satchel after he placed it on the ground. All was fun for two days… NOTE: This product also includes Happy Jack's Rare Subclasses - a supplement containg the Jester (Rogue) and College of the Clown (Bard) subclasses and four new magic items.

Cover of CB2 Conan Against Darkness!
CB2 Conan Against Darkness!
AD&D
Levels 10–14
32 pages
0

"Taking an iron grip on his nerves, he strode confidently into the dark portal, naked steel in hand, and vanished within." (The Castle of Terror) Conan of Cimmeria Thoth-Amon, the greatest living sorcerer of the Hyborian Age, threatens the peace of Aquilonia. His tragic mistake is that he threatens Conan also, for Conan is now King of this mighty land. Conan and his companions, Pelias, Prospero, and Nzinga journey across the plains of Shem and Stygia to test their will and power against this wicked sorcerer. Battle with them to conquer the evil forces that endanger their land! TSR 9124

Cover of The Ringmaster's Request
The Ringmaster's Request
5th Edition
Levels 1–3
15 pages
0

A vibrant circus has just arrived, setting up on the edge of town. Run by the charismatic half-elf ringmaster, Marlow, the performers bring with them dazzling displays of magic and talent, artifacts with incredible powers to behold, and strange creatures most people would never get the chance to see close up. Behind all of the joy and revelry, the circus holds a dark secret, for Marlow keeps tyrannical control over his performers with both whip and word. As this latest performance reaches its height, two acrobats decide to take their chance at freedom, making use of a distraction to steal something valuable from Marlow and make their escape. Marlow will do anything to get the two back under his power, and so turns his significant charms upon a hapless band of adventurers attending his circus.

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 SQ4 - Dungeon of Otek
SQ4 - Dungeon of Otek
5th Edition
Levels 2–5
19 pages
0

Kind words and a scrap of paper are enough to lead you off on an adventure into the hills. You and your party have opted to follow the clues leading to a fabled Talisman of Otek lost years ago in an old dungeon. Your benefactor has warned you that some cultists are actively seeking the item and hope that the “heroes in the making” will obtain the item before the nasty fanatics get ahold of it and use it for nefarious purposes!

Cover of Mischief Makers
Mischief Makers
5th Edition
Level 2
26 pages
0

The town of Oallhelm is small and remote – for years they’ve been prosperous, peaceful, and self-sufficient. That's why it was such a surprise when the hobgoblin Thetch Blindeye led a war band of goblins into town and started terrorizing Oallhelm’s citizens! The PCs are on the outskirts of Oallhelm when they learn town square is overrun with the invaders – the goblins are now feasting in the streets, starting fires, setting traps, and terrorizing anyone left behind. They must drive out these mischief makers to save the town!