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Cover of Avenging Murik
Avenging Murik
AD&D
Levels 4–6
2 pages
0

Nothing's more dangerous than a vengeful dwarf except, perhaps, a greedy one. En route somewhere in a barren wilderness, the PCs find a couple of dwarves--one is burying his brother who was killed by a stone giant; but not all is as it seems. "The module can be placed in any temperate wilderness setting. Players who excel at role playing may find the adventure more rewarding than hack-and-slash types. At least one character should possess a silver or magical weapon." Pgs. 16-17

Cover of Laeroth's Tear
Laeroth's Tear
5th Edition
Levels 3–4
10 pages
0

This short adventure is set in the Forgotten Realms campaign setting; it may be run as a standalone adventure, or as a side trek for a larger module . Alternatively, this adventure could be inserted into any campaign setting. Trouble is brewing near the town of Red Larch; specifically, in the caves near Lance Rock. A few good adventurers are needed to investigate the increased orc and ogre sightings in the area.

Cover of FD1 - Death of the Jabin Sagna
FD1 - Death of the Jabin Sagna
AD&D
Levels 1–3
16 pages
0

As a pair of fresh faced adventurers yearning to show the world what you have you can almost taste the action, but you haven’t found any yet. While on the road a local farmer tells you that the Thorp of Templeton is looking for someone to find their missing ferryman. While the farmer doesn’t have many details the thorp in question is less than half a day’s walk from where you are. As you wander down the road with your friend you both revel in a job as easy as finding a drunken boat captain!

Cover of UK6 All That Glitters...
UK6 All That Glitters...
AD&D
Levels 5–7
32 pages
0

Jungle, tomb rading style adventure that sets the group to a new locale, with it's own eco systems and cultures. Exploration adventure, with glint of gold as a catalyst. The adventurers accidently find a map, which leads them to this unknown land. "Can you unravel the map's mysteries and find your way to the promised treasure? Or will your dreams end only in death and an unmarked grave far from home! Only the bravest characters of levels 3-5 will live to discover that all that glitters is not gold, but much, much more!" TSR 9126

Cover of Shadows on the Long Road
Shadows on the Long Road
5th Edition
Levels 3–4
17 pages
0

Travellers are going missing on the Long Road, on the 100 mile stretch between Triboar and Longsaddle. Our heroes investigate and discover a haunted mansion with a dark history and a gruesome secret. Their quest brings them to the very gates of hell itself, where an infernal abomination presents them with their greatest challenge yet... Inspired by a Clark Ashton Smith story.

Cover of V2 The Dwarven Glory
V2 The Dwarven Glory
OSR
Levels 1–3
34 pages
0

Precis Intermedia brings back this follow-up to the first known commercially-published adventure (Palace of the Vampire Queen) for the original Roleplaying Game (First Edition/OD&D/0E). Originally released in 1977 by Wee Warriors, The Dwarven Glory provides 8* map sections that can be arranged as desired and containing pre-factored creatures and treasures (in other words, this is essentially a geomorphic stocked dungeon). While hit points are provided for the creatures, the First Edition RPG or an OSR equivalent (B/X recommended) is required for actual rules and their descriptions. At one time, the community of Dwarven Glory was a thriving and wealthy one. The community became easy prey for Mortoc and his Ten Orc Tribes. Although the Orcs conquered Dwarven Glory, they could not completely destroy it. There were parts of the caverns they did not even penetrate. Now the caverns echo in the misty gloom, offering refuge to the forgotten and promise to the adventurer. This piece of gaming history is a must for collectors and old school gamers. With the original on the extremely rare list, this classic reprint of The Dwarven Glory has been remastered for a clean print, and is readily available at a low cost. * The original printing included only 7 map sections, designated Sections B through H. The mythical Section A has been added as a bonus. Wee Warriors and The Dwarven Glory are trademarks of Precis Intermedia. All rights reserved.

Cover of Following the Tracks
Following the Tracks
Pathfinder
Level 5
40 pages
0

A caravan was attacked, and their valuable magical beasts were stolen. The caravan owners hire the adventurers to find their stolen cargo and bring them back safely. But once the heroes find the bandits, they may discover that they are not really just "thieves". Depending on their decision, they may end up travelling to the fey world or battling the bandits for the creatures. A wilderness adventure compatible with the first edition of Pathfinder Roleplaying Game. Whether you want to run an adventure where druid and ranger characters feel at home, or challenge a party of city slickers, Following the Tracks will allow the party to explore the savannah in a wholesome adventure. The module provides a branching point, where the adventurers will have to make a decision which will lead them to widely different paths. It also includes alternative hooks to suit different play styles. Published by RPG Writer Workshop

Cover of ROS6 Realms of Madness and Despair!
ROS6 Realms of Madness and Despair!
AD&D
Levels 10–12
32 pages
0

The final fate of Roslof Keep and the Company of the Ivory Scimitar hangs in the balance. With five levels conquered, the party must finally face the ultimate challenge of the sixth and final floor. Can the stalward adventures overcome the last defense of the Infernal Machine? Will Roslof Keep be freed from the violet corruption? What unforeseen plot twists still await those willing to brave the challenges presented in The Realms of Madness and Despair? This adventure is formatted to both 1E & 5E gaming rules. Also available in PDF.

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 The Iron Orb of the Duergar
The Iron Orb of the Duergar
AD&D
Levels 11–15
22 pages
0

The Northmen and their allies play hardball. The Northmen are on a rampage, and only the duergar know why. Discover the secret of the iron orb. In the lands of the Northmen, near the city of Tallborg a mysterious relic was uncovered in a mine: a perfect orb of black iron. The orb was taken to the temple. When Ulvmard, high priest of Odin lifted the orb it revealed its true nature. The orb levitated from his hands, floating before him. The orb had changed Ulvmard, bestowing him great powers. The orb spoke to him with flattery and advice. As he became reliant on the orb, its power over him extended, bending him to its will and taking control. It used him to further its agenda: destruction of the dwarven race and restoration of the duergar! Claiming to be acting on Odin's behalf, Ulvmard lead the Northmen to rise up against the dwarves, and ordered raids to pillage the southern kingdoms for the materials he would need to construct a colossal iron warrior to defeat the dwarves. This adventure has viking and norse mythology influences. Pgs. 50-71

Cover of Journey Through the Center of the Underdark
Journey Through the Center of the Underdark
5th Edition
Levels 4–6
20 pages
0

Are your player's moving out of Velkenvelve? Enjoying a stroll along the shores of the Darklake? On a day trip from Gracklstugh to Neverlight Grove? Sightseeing near Blingdenstone? Then Journey Through the Center of the Underdark is for you. Journey Through the Center of the Underdark contains several detailed encounters ideal for fleshing out traveling days between locations in Out of the Abyss. Furthermore, these encounters could be readily inserted into any 5th Edition Dungeons & Dragons Underdark oriented Forgotten Realms or home campaign setting. Designed for a party of 4-6 fourth through sixth level characters, with easy notes for adjusting encounter difficulties for lower or higher level groups, Journey Through the Center of the Underdark should provide 8-10 hours of exciting in game adventure. Written for your Rage of Demons Out of the Abyss campaign, Journey Through the Center of the Underdark is ideal for any descent into the depths your characters might take. Enjoy!

Cover of FQ12 - Nest of Nikkal
FQ12 - Nest of Nikkal
AD&D
Level 8
13 pages
0

As the party relishes in the accolades of their achievements word of a Dragon nearby reaches their ears! Apparently a similar adventuring party stumbled upon the Wyrm by accident and was nearly wiped out. With the townspeople in fear, it is time again for the PCs to step up and perform heroic deeds! I wonder if there will be any pages from the mysterious Codex of Gamber Dauch will be around. With only one more adventure in the quest series the PCs must be getting close!

Cover of DDAL07-17 Cauldron of Sapphire
DDAL07-17 Cauldron of Sapphire
5th Edition
Levels 17–20
22 pages
0

Just off the northern coast of Chult churns the waters of the Cauldron, a single volcano with a terrible history. Legends from the jungle lands say that it vomits forth lava, stone, and monsters if the peninsula is threatened - and yet the recent events did not set if off. So why is it threatening to explode now? Part Three of the Broken Chains Series.

Cover of Death Unchained
Death Unchained
AD&D
Levels 5–7
64 pages
0

You have no friends here What can you do when the Mists deposit you in the city of Lekar? The militia is no better than a gang of sadistic bullies, the citizens are more contagious than a fleet of plague ships, and every foot of public space is covered with corpses of criminals who committed no crime greater than struggling to survive in the oppressive domain of Falkovnia. Danger haunts your every move A secret society of assassins, known only as the Ebon Fold, has been hunting down visitors to Lekar and killing them in a most grisly fashion; all that remains of the victims are desiccated husks that crumble to ash when touched... and you are their next targets. There is no escape When everyone who has befriended you is either dead or hunted by the authorities, you have no choice but to fight back. But the Ebon Fold is a numberless horde whose leader holds sway over death. How can you defeat enemies that won't stay in the grave? They strike from the depths of darkness and steal your life... one dagger stroke at a time. This 64-page adventure can be played independently, or as the opening challenge in the Grim Harvest series that continues with Death Ascendant and concludes with Requiem. Inside the package is a poster map that fully details asll 10 levels of the chilling complex known as the Well of Bones. TSR 9523

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 Dungeon Crawl Classics #10: The Sunless Garden
Dungeon Crawl Classics #10: The Sunless Garden
3.5 Edition
Levels 6–8
30 pages
0

After arriving at a seemingly abandoned trading post, the heroes discover to their horror that all the inhabitants have been transformed into black trees! Upon further investigation, they find clues that lead them to the hidden lair of Nockmort, a treant gone bad. Nockmort has been transformed by the strange radiation of a meteorite he discovered, and now he is a terrible force of evil. The characters must enter his sunless garden to save the town. And along the way they just might discover fabulous treasure...

Cover of Lest Darkness Rise
Lest Darkness Rise
3.5 Edition
Level 7
15 pages
0

Long ago, a local priest created a warded graveyard on a remote hillside. As the years passed, it gained a reputation as a spot whose defenses were powerful enough to keep undead in and tomb robbers out. Adventurers began to bring the remains of any creatures they suspected might become restless in death to the Tomb Steppe for interment, and in time they also sought aid against such creatures from the friendly priest. After his death, a brief spate of undead activity commenced, then died away once again. As the years passed, the tales of undead activity in the Tomb Steppe faded into legend, and colonists began to move into the lands nearby. The town of Night Falls was founded a short distance from the graveyard, and it grew quickly into a thriving trade center and farming community. Realizing that the Tomb Steppe was safe enough during the day, the citizens began burying their dead there rather than building new crypts on pristine farmland. Because this method of interment was cheap and easy, people from many surrounding communities brought their dead to the town as well. The business of burial brought new prosperity to Night Falls, and a guild called the Funerary House sprang up to control the trade. But it seems that the threat from the Tomb Steppe has not entirely been laid to rest. The Great Mausoleum -- the largest and finest tomb in the steppe, has been unsealed, and an apparition has been seen within. Who will go to the Tomb Steppe by night and reseal the tomb? Lest Darkness Rise is a short adventure for four 7th-level characters. In keeping with the season, it has a stronger horror theme than most D&D adventures. This scenario can be used as the climax of a series of adventures featuring its secondary characters, or it can simply be a site-based adventure that the PCs stumble across at the right moment. The scenario is set in a semi-civilized area in the far north, far from cities and churches, where winters are harsh and summers never get very hot. These inhospitable conditions have resulted in a low humanoid population. The scenario need not be set in such a wilderness; a rural farming community far from cities works just as well. The only real requirement is that the area have few settlements. The action takes place in the small town of Night Falls and a nearby necropolis of tombs, mausoleums, and graves known as the Tomb Steppe. As always, feel free to adapt the material presented here as you see fit to make it work with your campaign.

Cover of Don't Get Lost in Whiskaway Wood
Don't Get Lost in Whiskaway Wood
5th Edition
Levels 5–9
22 pages
0

Hidden deep within The Reaching Woods is a swamp grotto known to the locals of Hardbuckler as Whiskaway Wood. The townsfolk know to keep their distance from this place as few make it back. If they do, they come bearing toxic diseases that place the entire town in jeopardy. This is the situation the town is dealing with when the adventurers come knocking on the outer gates of Hardbuckler. In this adventure, the party must go forth into the swamp in search of Rotwood Maggie, a hag priestess of Talona who calls Whiskaway Wood her home. She possesses information on how the adventurers may go about saving the town, but her secrets don’t come cheap. In addition, some of the information she possesses may leave the adventurers questioning whether the town deserves to be saved at all. Features a disorienting swamp dungeon bolstered by several new magic items, creatures and diseases! Be sure to check out the full preview of the adventure when you visit the page!

Cover of Revenge of the Iron Lich
Revenge of the Iron Lich
4th Edition
Level 16
32 pages
0

In times ancient, an infamous paladin-artificer named Khaldun unearthed a cursed tome bound in the flesh of the first medusa. Driven to madness by its secrets, he used the necromantic magic contained within to call forth an army of dread warriors from the Netherworld. Though his assault was devastating, he was ultimately unsuccessful, and the mightiest crusaders of the realm banished Khaldun to the Netherworld, where he would rot for eternity at the bottom of the River Dis. Unfortunately, rather than perishing in that bleak plane, Khaldun escaped his silt grave and thrived, amassing a legion of undead followers and erecting a Tomb in which he could perfect his mechanical craft without interruption. It was not long before he shed his body and became a demilich. After several centuries of scheming, the undead warriors under the command of the ‘Iron Lich’ have burst free of the Netherworld, laying waste to not only the mortal kingdoms that exiled him, but also the exalted domains of the gods themselves. The crusaders’ quest is simple – stead the Tomb and destroy the Iron Lich. Published by Defy Danger and Save Versus Death

Cover of The Wrath of the Iresouls
The Wrath of the Iresouls
Draw Steel
Level 1
25 pages
0

A storm brews above Nexarin, a town known for its perfect weather, bountiful harvests, and always-clear water. However now, flames cover the street, earthquakes level buildings, and a rotted stench fills the air. A wicked void mage attempts to use the town’s power for his own gain. None can stand against him and his legion of wrathful elementals… Get ready to Draw Steel! In this unofficial 1st-level adventure for the MCDM RPG Draw Steel, fight through never-before-seen elementally imbued Iresouls as you save Nexarin, discover powerful artifacts that convey boons you can use throughout the rest of the adventure, and face down the fearsome void mage Lord Cawlmire. This product contains: - An adventure that takes 6-10 hours to complete and that is designed for 4 players (with suggestions to adjust for more or fewer players) - 12 brand new statblocks, including 4 minions, a powerful Void Mage, and Iresouls for all 7 elements - 5 encounter maps specially designed for Draw Steel, each with unique and interactive terrain effects - Encounter sheets for each encounter, helping the Director with quick references to statblocks, terrain effects, and combat objectives - 2 unique treasures, including a Void Amulet for spellcasters designed to grow with you through adventures - Rules for rebuilding Nexarin after the events of the adventure, and lasting benefits for doing so