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Cover of CCC-AETHER-01-01 The Heir of Orcus: Verse I
CCC-AETHER-01-01 The Heir of Orcus: Verse I
5th Edition
Levels 1–4
41 pages
0

An Adventurers League Con-Created Content Module. Tier 1, 2-4 Hours. (Compatible with Homebrew games too!) May I have the next 100 words to convince you to purchase this adventure? **PITCH BEGINS!** This module features three ways to play: join the Knights of Holy Judgment, the Cult of Zariel, or the forces of Chaos as you search for a lost Angel of Tyr, Ser Vindictus. Play like it is 1990 and experience the first Adventurer’s League module to use 16-bit art for maps, tokens, NPC portraits, and magic items! Each purchase includes the PDF, Fantasy Grounds module, four maps, 15 tokens, comic art for the backstory, and an imaginary high five from the author. Make a DC 92 Wisdom saving throw. On a success, reroll! On a failed save, buy this adventure! **PITCH ENDS!** Author’s note: This is part one of a two part Tier 1 series. I plan to make future Verses if these do well and people like them. Thanks for looking at my adventure and please leave an honest review! -Anthony Joyce (Twitter: @Thrawn589) All artwork was commissioned and commercially licensed for this module. Pixel Art by: Joaquin Reymundo "Dsurion" (Twitter: @Dsurion) Comic Art by: James Gifford (Twitter: @Mrjamesgifford) Fantasy Grounds Module by: Chris Jernigan

Cover of CCC-MAG01-03 The Clock that Didn't Tick
CCC-MAG01-03 The Clock that Didn't Tick
5th Edition
Levels 12–15
30 pages
0

Mystery in the Moonsea! Disappearing shipments, missing alchemists—and proven musical acts whose rehearsals sound terrible! Instead of showing off Thentia to potential trading partners and giving the locals something to celebrate, the pall over this year’s Magic and Gold Festival threatens to drive business to Melvaunt and give the locals a reason to riot. Combat optional but possible. Role-playing opportunities abound.

Cover of Dungeon Crawl Classics #84A: The Tomb of the Organon Magisteros
Dungeon Crawl Classics #84A: The Tomb of the Organon Magisteros
Dungeon Crawl Classics RPG
Levels 4–5
7 pages
0

During the Last War, the ancients deployed their war-skiff assault units from elevator platforms that now dot a sector of the wasteland like a ravaged forest of rusted steel stumps. Most of the platforms are buried by the shifting sands or stand as shattered reminders of a war that was once meaningful, but one of these decaying steel stumps still remains partially energized, layered with tunnels below ground, and powered by a unique extra-dimensional reactor core beneath the surface of the planet.

Cover of The Sinister Spire
The Sinister Spire
3.5 Edition
Level 5
63 pages
0

The waters of a sunless sea meet a pebble-strewn shore, beyond which opens a wide Underdark vista shimmering with pale cave-light. Titanic columns as big as castles march miles into the misted distance. The wide, steeply sloping base of the nearest colossal column is carved with streets, walls, and elaborate structures, many with gaping, empty windows. A few glimmer with faint illumination. Are you brave enough to explore the spire-city and face the terrors that lurk within? Part 2 of the Barrow of the Forgotten King series. Followed by Fortress of the Yuan-ti.

Cover of Mists of Akuma: Feud Primordial
Mists of Akuma: Feud Primordial
5th Edition
Level 5
56 pages
0

Heat beats down from the blazing summer sun and the adventurers are hot on the trail of a fugitive, ordered by the bengoshi Akia the Iron Shell to hunt down the charismatic cult leader Shinjirarenai. Soon after routing the foul oni-touched mage however the mystery deepens, forcing the PCs to chase across southern Soburin after a curious stolen shipment until the true powers at work are revealed and the party realizes they are but pawns in an ancient conflict, pieces on a gameboard between two Imperial Siblings! Mists of Akuma is an eastern fantasy noir steampunk campaign setting for 5th Edition where the last continent of the world has embraced a fear for technology, what might be the only means to save them from the primordial fog spreading across Soburin and corrupting its peoples, transforming them into fearsome adeddo-oni—should the adventurers achieve victory at all in this merciless and unforgiving land, it is sure to pyrrhic. WHAT'S INSIDE THIS ADVENTURE MODULE: A mystery adventure that takes the party across three prefectures of Soburin (Korusu, Yokuba, and Ikari, all detailed within) and into the river city of Nesuto before meeting two of the most powerful creatures to ever tread upon the world! The continental map of Soburin by Michael McCarthy as well as 11 play maps for Nesuto, two teahouses, encounters in the badlands, mountains, or jungles, two shops, a city street, a building being used for a ritual, and an enchanted cavern. The supernatural Mists of Akuma, the misted condition, and two new attributes (Dignity and Haitoku).

Cover of Glacial Rift of the Frost Giant Jarl
Glacial Rift of the Frost Giant Jarl
4th Edition
Levels 14–19
42 pages
0

In order to stop a series of devastating giant raids, the party must venture into the stronghold of the frost giant jarl Grugnur to both recover the giants' plans and eliminate Grugnur, who is the tactical head behind the operations. The adventure is part of the "Against the Giants" series originally by Gary Gygax, hence the writing credit.

Cover of Fortress of the Yuan-Ti
Fortress of the Yuan-Ti
3.5 Edition
Levels 6–7
63 pages
0

The Fortress of the Yuan-Ti describes a fortress build into a cliff side and the slave village outside. The Adventure is the third of three but can easily be played by its self. The adventure revolves around the players discovering the dark plot to revive the demon Sertrous and then stopping it. The adventure describes the outside, inside, and hanging towers of the fortress. The adventure concludes in a forth extra-planer tower were you fight the boss. It also includes 4 sidetracks from portals that explain how they get the materials for the ritual. Final part of the Barrow of the Forgotten King series.

Cover of The Dark Tower
The Dark Tower
OSR
Levels 2–4
39 pages
0

The Dark Tower A Worlds Without Number Compatible Adventure The adventure is set up so the Player Characters [PCs] can encounter diverse types of situations and different adventure styles, allowing for role-playing within a rural situation, with wandering monsters, and a dungeon/Deep encounter. The module offers a chance for the GM to immerse themselves and their players with as much, or little, detail as they want to put in. Rolling countryside surrounds The Dark Tower for miles. Giving you, the GM, the opportunity to fit the adventure into almost any setting within your game. I have left the ending open, allowing the GM to slot in further encounters or adventure twists to keep the game moving but with enough happening to turn it into more than one session if so desired. The Plot There are several options for the plot: A local innkeeper would like you to investigate the haunted tower on the hill. He is willing to offer a good reward. A local village Elder could ask the PCs to seek out/investigate/destroy the walking dead that have been seen around the tower. Please investigate the tower to see if the rumors are true. A Local priest would like the PCs to remove the possible undead worrying the locals from the tower.

Cover of Have You No Heart? (WBW-DC-UCON-02)
Have You No Heart? (WBW-DC-UCON-02)
5th Edition
Levels 5–10
32 pages
0

Have You No Heart? is a standalone adventure set in the peculiar village of Basht. Olivia Alfera calls the party back to Basht to help Robin Goodman reunite a girl with her father. A Four-Hour Adventure for Tier 2 characters, Optimized for APL 8. Featuring a new domain: Nepenthe, a domain of forgetting. Content Warnings: Grief, Loss of a Relative, Memory Loss Have You No Heart will debut at U-Con in October 2022 (http://www.ucon-gaming.org/) The story continues shortly after The Party that Split. It continues the tale that started with The Goat Mayor, but each episode can be played on their own. The village of Basht is a little Grimm's Fairy Tale village that was used for several CCCs and DungeonCrafts U-Con. I hope that your players enjoy the whimsy and dark undercurrents as much as mine have, and I would love it if you share your experiences in Basht with me! I've included VTT-friendly maps and handouts in separate files to help with running your games virtually because we can't let a simple thing like physical distance prevent us from sharing our stories. I also have a printer friendly version included for those that prefer their works to be printed on the flesh of dead trees. Please see other adventures written for U-Con: The Goat Mayor (by me, Daniel Chapman) is the first introduction to Basht and it's peculiar traditions The Straw Bears (by me, Daniel Chapman) takes place just a few tendays later, describing the strange annual tradition of the procession of Straw Bears The Party that Split (by Daniel Chapman) takes place before Have You No Heart, and sets up the events that lead to Robin Goodman's current situation. Blood and Fog (by Alan Patrick) was the first CCC written for U-Con and the first mention of the Blood Lord. Rescue Down Under (by Alex Lown) continues the story of Basht and revisits the friendly tinkerer Yul Khahan. If you see any errors or have any suggestions, or just wish to retell the tale of how your group went through the story, feel free to contact the author at: http://hoshisabi.com

Cover of Nemoren's Vault
Nemoren's Vault
Pathfinder
Levels 1–5
67 pages
0

The last of his line, Baron Paytro NeMoren has left his dark secret sealed for decades in the family's underground vault. Now, years after his death, a group of stalwart heroes has gathered according to the baron's final wishes. At last, the seal will be broken and the secrets of the vault revealed. Can all sins be forgiven? The adventure is designed to kick-off a campaign, as it provides for an interesting way to get the party together. Instead of meeting at a tavern or being recruited by the local militia, each party member starts with a key to the NeMoren's vault, a key that was handed down by a friend or given as a gift for some good deed peformed in the past. The executor of the estate has gathered together all of the key-holders so that they could claim the contents of the vault. The vault can only be opened with all of the keys in unison. The vault is protected by a number of minor traps and tricks, but it also became the final resting place for the Baron's ex-lover, Lisette, and her brothers--all three of whom had attempted to blackmail the Baron. They were buried alive and are now undead. To complicate matters, a young umber hulk made its way to the vault, leaving some crude tunnels that were later exploited by hobgoblins coming from another surface entrance. The party will need to deal with the hobgoblins, the undead, the traps, and possibly the young umber hulk. There is a side-plot of poisoned groundwater in the nearby town that the party can also resolve by clearing out the undead and properly disposing of the putrid corpses leaking into the groundwater from the vault. Produced by Fiery Dragon Productions

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 Dungeon Short- Secret Grove of the Forest Goddess
Dungeon Short- Secret Grove of the Forest Goddess
5th Edition
Levels 1–5
14 pages
0

In this small 14 page adventure module, help the small village of Bull's Creek and a druidic grove! When a powerful nature spirit gets sick and lashes out, heroes are needed. Can your players stand up to the sickness that seeks to kill not only the organism that is the forest but, everyone else around too? Secret Grove of the Forest Goddess- a 5e SRD adventure for levels 1, 3 or 5. In James Grammaticus' Dungeon Short series, James explores fantasy worlds and settings in short bite-sized one shot adventures that be used on their own, can spring off into a larger campaign, or can be used as a side-adventure in a campaign. Featuring an entire dungeon, town, and forest exploration, Secret Grove of the Forest Goddess has everything you need to give your players a great introduction to the game.

Cover of A Tragedy Unfolds
A Tragedy Unfolds
5th Edition
Level 2
47 pages
0

The player characters have put into a tropical island for repairs to their ship. But the local village is almost deserted, and the jungle hides a secret that is both terrible and tragic. Can the player characters put to right something so foul that it seems there can be no redemption? An adventure for four 2nd level characters. For 5th edition Dungeons and Dragons. Includes a write up for the necrophidius and a new creature called a spirit of despair that combines a template with an NPC class to present a new challenge to the PCs.

Cover of Emerald Dawn
Emerald Dawn
4th Edition
Level 12
6 pages
0

A green dragon called the Dawn fancies herself a deity and has attracted reptilian followers that raid elven settlements. The PCs must find her temple in the woods and end the threat. Pgs. 78-83

Cover of Castle of the Mad Archmage Expansion - The Museum and the Watery Caves (Level Three East)
Castle of the Mad Archmage Expansion - The Museum and the Watery Caves (Level Three East)
OSR
Level 3
30 pages
0

A museum of the Mad Archmage, it contains curiosities and treasures from all over the multiverse, and the challenges of the Watery Caves, which are a series of living caves connected by an underground river. This adventure can be used as an expansion to the Castle of the Mad Archmage mega-dungeon adventure, or as a stand-alone adventure. Published by BRW Games

Cover of CCC-SALT-01-02 Moor Trouble
CCC-SALT-01-02 Moor Trouble
5th Edition
Levels 1–4
19 pages
0

After the first expedition to locate an ancient tomb was prematurely ended by monsters, the Search and Locate Treasure Consortium is doubling down. Camp established, they are looking for adventurers to make their dreams come true, but the leader of the Consortium is hiding something. Will the characters be able to avoid the Man Slayer tribe that destroyed the first expedition, help Larazmu settle his internal struggles, and locate the tomb that they have been searching for without getting into Moor Trouble?

Cover of DDEX02-12 Dark Rites at Fort Dalton
DDEX02-12 Dark Rites at Fort Dalton
5th Edition
Levels 1–4
24 pages
0

Fort Dalton along the River Lis was long ago destroyed. Now rumors tell of foul cults practicing their dark rites within the fort’s ruins. Are the rumors of elemental cults true or are the rumors a cover for some other sinister plot? A two-hour adventure for 1st-4th level characters.

Cover of F8 - Grotto of Torla Mir
F8 - Grotto of Torla Mir
AD&D
Levels 4–6
17 pages
0

Your group has been requested by Archbishop Telamor Constran from the Church of Koassak to go on a rescue mission for one of his missing brothers who was taken by pirates. You have been enlisted because of your growing fame to barter a release out of the Pirate Lord Hannibal the Black. After three days of storms you awake to a really bad sound....Abandon Ship!

Cover of Treaty of the Tiger King
Treaty of the Tiger King
5th Edition
Levels 1–3
17 pages
0

A lone king arrives at the city's bustling harbor with hopes of negotiating peace for his people in a distant land. But an assassination attempt puts his mission in danger and reveals the king's hidden enemies. Can the characters protect King Rami and help him gain the political influence needed to achieve a lasting peace treaty? Treaty of the Tiger King is a diplomacy-focused, urban one-shot for 1st-3rd level characters. It take about 3-4 hours to complete and includes: -Social events, intrigue, and hidden assassins -Respect-earning mechanics that influence a treaty negotiation -Combat cards for each monster, PC, and special treasure -High quality digital maps for use with virtual tabletops

Cover of Trouble at the Twin Temple
Trouble at the Twin Temple
5th Edition
Tier 1 5E 1-4 Level
17 pages
0

A short plug in adventure that can be used as part of a larger campaign or run as a one shot for 3-4 Tier I or II characters. The Twin Temple was once a place where the people of the city can come to and get help and guidance, but change has come to the Twin Temple now. The characters seek to find what poisons this well and how they can get to the bottom of it and who is responsible. This adventure is ideal for for 3-4 tier I and II characters. Playable as a one shot or the start of a larger campaign. The characters are sent to investigate the Twin Temple and see if they can find the root cause of trouble with various clues and encounters in most rooms this adventure is customizable and adaptable to fit into most campaigns as needed.