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Cover of Dib's Wagon of Doom
Dib's Wagon of Doom
5th Edition
Levels 1–2
3 pages
0

The nefarious master wrestler Dib, the goblin, is "terrorizing" the streets of the town (or city). Since his defeat in his roadside fortress, the would-be chieftain has plotted his revenge. Gathering to him a new batch of dim minions, Dib has transformed a stolen merchant wagon into a machine of war. The wagon is powered by several goblins inside who, while devoted to Dib, lack the strength to pedal the thing quickly or consistently. Dib's plan to wreak a path of havoc through the streets has resulted in something a bit more disappointing. In this light-hearted and quirky adventure for four first- or second-level PCs, the party must confront the war wagon, gain entry to it, and defeat its defenders—the lives of several potted plants and a few market stalls depend on it!

Cover of A0-Crow's Rest Island
A0-Crow's Rest Island
5th Edition
Level 1
? pages
0

Shrouded in whispered rumors, Crow’s Rest Island has been avoided as long as any can remember. Nothing but death, and the memories of those long gone, greet any who take to land upon the isle’s shores. It is to this island that the PCs will find themselves driven as a storm threatens to drive their ship below the waves. Awaiting the PCs are far more than ghost stories upon this island, for there lives a very real threat, hiding here among the legends that keep sailors at bay. A classic ghost story that casts the PCs not as adversaries to the specters, but rather as their benefactors, Crow’s Rest Island challenges the PCs with a tribe of foul kobolds, a haunted village, and the forgotten servant of a long departed ice devil. An excellent introduction to the Aventyr Campaign Setting, this adventure gives the PCs their first glimpse into Vikmordere culture. A0 may also be easily ported to any setting containing a northern wilderness near a large body of water.

Cover of The Song Pharaoh's Coda
The Song Pharaoh's Coda
Pathfinder
Levels 9–10
37 pages
0

The PCs are called on to assist in retrieving the legendary Scrolls of Thoth on behalf of Khemet III, the Ruby Prince of Osirion. Along the way, they discover the ultimate fate of the ancient Song Pharoah -- and potentially assist her in her journey through the Duat, the final series of tests that a Pharaoh must face in the afterlife. It was designed as a one-shot lasting approximately 5-6 hours, but could be run as a side-quest in the Mummy's Mask adventure path. See the site for notes on adjustments to make if you are using it in that way. It includes maps, handouts, stat blocks for all of the NPCs, and Hero Lab files for Hero Lab users. Because the adventure is born digital, the page count is a rough estimate based on print previewing the pages in the site. There is no source of a printed copy other than printing one yourself (which you are welcome to do). This adventure has not been published, and is made available under the terms of the Paizo Community Use License.

Cover of DC-PoA-RH01 The Chronographers Curse
DC-PoA-RH01 The Chronographers Curse
5th Edition
Levels 1–4
35 pages
0

In the town of Easthaven, a group of adventurers is tasked on a routine mission to resupply an expedition to the Reghed Glacier. But everything is not quite as it seems, and it's not long before the chronographer's misfortunes become apparent.

Cover of A Gallop through the Wizard's Tower
A Gallop through the Wizard's Tower
5th Edition
Level 6
26 pages
0

A quick-paced exploration of the magic tower, home to the great Solomon, the Master Conjurer, an expert in fiendology. Adventurers have to find Control Orbs to disable the tower's security system before it destroys them, and discover the secrets of the tower in the process. Their progress will be ushered by a seemingly helpful entity with nefarious intent - Zarloxar, the blue Abishai. The success of adventurers could also finally spell freedom to the fiend... or not if players, under stress, will realize the trickery in time. Part of "Detailed Encounter" series - each "Detailed Encounter" - features new monsters with unique stat blocks, new magic items, a custom battle map, and detailed NPCs. It also has story hooks and advice enough, to quickly turn it into a separate adventure!

Cover of The Temple of Pure Water
The Temple of Pure Water
5th Edition
Levels 6–8
10 pages
0

Deep beneath the surface of a lake flourishing with aquatic life is the Temple of Pure Water. Within its walls your players will encounter dangerous aquatic flora, a deadly submerged temple, a sea dragon statue with power lurking within, and even a rapid downhill boat ride with sharks. Water in small doses is an elixir of life, but it large enough quantities your players may be left in over their heads as they make their way through this underwater adventure.

Cover of Heart of Stone - A Tome of Foes Adventure
Heart of Stone - A Tome of Foes Adventure
5th Edition
Levels 1–2
12 pages
0

Something strange lurks within the stony confines of an abandoned wizard’s tower. The sole surviving member of a forlorn adventuring party is desperate to find out what happened to his friends and is willing to provide a generous reward to anybody willing to launch a second expedition. Will the heroes uncover the secrets of the tower, or will they also disappear into the darkness?

Cover of Factions of Sigil - The Forgotten Temple
Factions of Sigil - The Forgotten Temple
5th Edition
Level 10
8 pages
0

We get it. Factions are an integral part of D&D, but it's not always clear how to use them in your campaigns. Luckily, Factions of Sigil has you covered for each of the twelve main factions found across Sigil and the Outlands! This supplement goes over the various rules and lore around the primary factions found in Sigil and the Outlands, making it easy for any new or veteran DMs to integrate the factions more into the core stories being told, and making them feel more useful for the players that choose to join. In this adventure, the characters are allied with the Bleak Cabal of Sigil, and have been sent to retrieve a lost artifact from the trap and puzzle heavy Forgotten Temple in the Outlands.

Cover of It Fell From The Sky
It Fell From The Sky
5th Edition
Levels 7–9
15 pages
0

It Fell From The Sky is a science-fantasy adventure for 7th-9th level characters in which the player characters investigate a meteor that turns out to actually be a crashed interplanar craft containing advanced technology and alien creatures.

Cover of Slumbering Ursine Dunes
Slumbering Ursine Dunes
OSR
Levels 2–4
68 pages
0

Run, play or splice up 66 pages of mayhem and weirdness in this Slavic mythic-inspired (with an acid fantasy-twist) mini-sandbox for Labyrinth Lord or the well-aged fantasy rpg of your druthers. Contains: • A 25-site pointcrawl of the otherwordly Slumbering Ursine Dunes region. Beyond the big ticket adventure sites you will find along the way a Polevik-haunted rye field, a Zardoz head-living hermit, bearling pilgrimage site, antediluvian beaver engineers and other assorted madness. • Two separate “dungeons”, the bio-mechanical, lost-in-time Golden Barge and the faction-contested Glittering Tower, with enough detail and portability to be slotted into an existing campaign. • The Chaos Index, a dynamic events system for modeling the mythic weirdness of the Dunes. Actions of the players in the sandbox will escalate or de-escalate the levels of events. • Four competing factions operating inside the Dunes, plus guidelines for their mutual interactions.

Cover of Dreams of Solitude: Ravenloft Campaign
Dreams of Solitude: Ravenloft Campaign
5th Edition
Levels 4–13
226 pages
0

30 Ravenloft adventures inspired by various domains of dread, including Gothic Earth, that can be played as a single campaign! Dreams of Solitude is a collection of thirty exciting adventures that can either be played as a campaign, run as a one-shot, or have pieces taken out to supplement your current home game! You'll meet your match against Atarte, the evil master of dreams, who will task you to defend ancient fortresses from the undead, explore a terrifying maze, fight in the trenches of world war 1 or even a karaoke contest with werewolves! It's SO much fun, and you'll be able to go back for more adventures, again and again! Adventures summary: Demon's Isle: Explore a watery cave and find your way to the Pirate Demon Zekel! Airic's Forest: Survive a forest ruled by werewolves while you try to find the cure for lycanthropy! Fractured City: Enter a glitchy uncompleted illusory town and try to find the "Butcher" that roams the dark alleys. The Heinfroth Heist: Enter Dr. Heinfroth's asylum and steal his journal without becoming his test subject! Tomb of the Hentempet the Red Queen: Face Hentempet the red queen inside her Pharaoh tomb! Graveyard Of invitation: Enter a cursed graveyard and follow the clues to find the reason why the undead have risen! Fey Blood Merchant: Help the Vistani child escape his Rakshasha master before he returns! Horrors in Chateaufaux: Play the role of the Gendarmerie guards and find out who creates chaos in the roads of Dementlieu! On the Run: Explore an ancient tomb and escape the curse that you have unleashed! Vampire Escort Child: Can you help this poor child leave this jail meant for monsters? Defend the Keep!: Command your own military force to defend a keep against waves of undead! Lena's Pets: Explore the heidius laboratory of Frantisek Markov's student and escape before you become body parts for her next experiment! Lava trip: Who would want to be inside an ACTIVE VOLCANO? RUN! Escape Rooms: Find the way to escape before time runs out! How investigative are you? Singing Showdown: Karaoke competition with werewolves??? Labyrinthine Horror: Can you escape the labyrinth before the Vampiric Minotaur catches you? Teety's Hunt for Lulo: Find Teety's elusive love in an enchanted forest of pain! Monster Lab: Create your own Flesh Golem and make sure you are a good parent! Through fire and steel: Run through the No-man's-land while enemy planes and tanks bombard you and assassinate the enemy general! Don't forget to dodge the bullets! Drowning in Filth: Will you manage to escape before you drown in filth? Wilted Roses: Explore the forests of Sithicus and find the Black Rose Effigy! Shyclin’s Circus: An encounter inspired by the Carnival. The joke's on you! Among Us: Can you find shelter in a small cabin found in the woods? The Free Trader, Mist Runner: Avoid the enemy pirate ship at all cost while trying to reach the port with your own ship! The Curious Case of the Man Who Drowned in Air: Solve a detective's case in Victorian era London! Night at the Museum: Protect the museum's artifacts from invisible adversaries! Raid the Shadow: Lay siege on a castle controlled by the undead! Who could be its ruler? Journey to the Center: Control a mechanical worm of Kwalish and drill to the center of the earth to mine mithril! Journey Through Barovia: Visit Barovia's most famous places while trying to solve riddles or die trying! Choose Nothing: Solve a Death Slaad's riddle or get mad! The Final Dream: Tackle Atarte and their illusions in an environment that continiously alters between all of the dream-adventures! Only few can take on a Darklord and live to tell the tale! Published by Mistfactor Press

Cover of A24: Return to Crypt of the Sun Lord
A24: Return to Crypt of the Sun Lord
5th Edition
Levels 6–8
? pages
0

The temple bells rang out, their crystal hollow-overtones calling gently to the dispersed worshipers dwelling within the underground sun temple. The Temple of the Sun was itself an enigma, a place dedicated to the sun but hidden far underground, shielded from the mighty rays of the light of life, forced to do so for both secrecy and protection. Internal holy radiance was the heart of the temple, bathing Flaesuros' children with the light of the holy orb of light, emanations from a Sliver of the Sun, an actual piece of the massive orb of life above; this was the logic behind the temple's secrecy, her many levels of protection and traps, the reason why priests who fervently revered light now clung to the shadows. This adventure includes: Puzzles to keep your players engaged and inspired New monsters including the Skeletal Ash Beast Ancient runes which can be used to solve puzzles and advance in the crypt A new magic item which may be donned by a single PC to great effect An artifact which has the potential to either change the world or destroy it

Cover of Fall of Whitecliff
Fall of Whitecliff
Pathfinder
Levels 1–2
22 pages
0

Beginning in the prison of the Castellan of Whitecliff, this campaign arc takes the players from level one to four, presented as a sandbox area in a lonely and gritty peninsula full of villains and opportunities for the players to explore. Much like Stonehell, but for regional play. Published by Coldlight Press

Cover of The Guardian of Gitna (Impossible Experiments 1)
The Guardian of Gitna (Impossible Experiments 1)
Pathfinder 2e
Level 1
30 pages
0

Impossible Experiments is a series of adventures, each spanning 1-2 levels. Each volume can be run individually or combined into an ongoing series. This volume establishes the premise of this series… When the wizard-king Nex retreated into his Refuge over 4,000 years ago, speculation ran rampant as to what he would do in this space. At first, many assumed that he was restrategizing for the war with Geb, but as the decades and centuries ground on, wilder hypotheses were offered. One explanation claimed that Nex was experimenting to develop a new generation of magical warriors, spies, and minions whose presence would overwhelmingly tip the scales of war against Geb, and likely other nations to follow. In recent years, the gates to the Refuge of Nex have opened, and strange creatures have emerged. Indeed, these creatures are prototypes that Nex is evaluating. Near the iruxi-founded town of Gitna, one of Nex’s first prototypes has emerged and begun to claim victims. The guard has been raised in Gitna, and the heroes are now called to fulfill their oath to defend the town by helping one of its behir guardians, recently injured in his own fight... This adventure includes two archetypes, a versatile heritage, backgrounds, and items you can offer to your players to make this adventure your own!

Cover of Saving Commodore Krux, a Spelljammer Adventure
Saving Commodore Krux, a Spelljammer Adventure
5th Edition
Level 6
11 pages
0

The party seeks out Commodore Krux at the Happy Beholder. After speaking with the patrons, the party learns that Krux has disappeared and gets a lead to check out his ship, the Second Wind. At the ship, the party learns from Fel Ardra and Flinch that Krux is being held prisoner by the Amoebros in a cave on the underside of the Rock of Bral. The party infiltrates the Amoebros’ lair, gets past the guards, and learns of the animal experimentation performed by the gang. In a final climactic scene, the party rescues Krux from Ripples, the wicked boss of the plasmoid gang.

Cover of Cellar of Death
Cellar of Death
5th Edition
Level 1
15 pages
0

Something evil is devouring the souls of the living in Chult, but before the characters take on the horrors in Tomb of Annihilation, they must first uncover the death curse’s origin by braving a lich’s tower in the Cloakwood. This introductory adventure is designed for a party of four to six 1st-level characters, who should advance to 2nd level by the adventurer’s conclusion. It is a prelude to Tomb of Annihilation that should take about 2 to 3 hours. This product includes Fantasy Grounds files for the adventure. What Inspired Cellar of Death? The introduction of Tomb of Annihilation states Syndra Silvane learned about the Soulmonger from the Harpers, who “received their intelligence from a lich.” This adventure is the story of how the Harpers gathered that information. Cellar of Death has a second purpose: to give characters a greater stake in the outcome of Tomb of Annihilation by creating an NPC they love. The death curse kills this NPC, giving the characters a personal reason to go to Chult.

Cover of Forgotten on the Isle of Mnemos
Forgotten on the Isle of Mnemos
5th Edition
Levels 1–3
98 pages
0

A band of shipwrecked adventurers awake to twilight on an uncharted jungle island to the Northwest of the Nalanthars with amnesia, little do they know the amnesia is recurrent at the completion of each long rest until an ancient curse powered by an incomplete Mythallar is lifted.

Cover of The Graveyard Shift
The Graveyard Shift
5th Edition
Level 1
22 pages
0

The city of Stonewood has seen a number of strange disturbances of late: grave robbings, disappearances, and recently a spate of murders. Adair Wyatt, a local merchant, has asked you to help him find his missing brother Dayton. His last known whereabouts? Stonewood's necropolis, where he works as a gravedigger... The Graveyard Shift is the first in the Adventure on Tap series. The adventure centers on the city of Stonewood but can easily be transferred to any medium or large settlement as long as there is a graveyard nearby and access to a local forest. The adventure was designed to have an equal balance of combat, exploration, puzzle, and role-playing encounters.

Cover of NC9 - Archipelago of Tyr
NC9 - Archipelago of Tyr
5th Edition
Levels 6–8
23 pages
0

Far north of the Denali homeland is the Archipelago of Tyr and home to dangerous seafarers. Tyr is well-known as the land of the Minotaur that does allow some foreigners to visit albeit with less than perfect hospitality. Originally used as a one-shot with the Denali campaign characters, King Pellet sent the party north to investigate a trade deal and look into reports of some type of incendiary weapon…

Cover of Winter's Mourning
Winter's Mourning
5th Edition
Levels 17–20
11 pages
0

A band of heroes is drawn to Icewind Dale following rumours of strange magic and terrible deeds. Auril, the cruel goddess of Winter, has been driven to desperate acts by the death of her daughter, Nalkara. As Auril pursues brutal blood rituals to resurrect her loved one, the quest begins when one of Auril’s oathsmen convinces her to enlist the characters in pursuing a less bloody solution.