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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

Cover of Dungeon Crawl Classics #79: Frozen In Time
Dungeon Crawl Classics #79: Frozen In Time
Dungeon Crawl Classics RPG
Levels 0–1
20 pages
0

Eons-old secrets slumber beneath the forbidden Ghost Ice. Since the time of the Elders, the local tribes have shunned the crawling glacier, knowing it as taboo land that slays all who tread its frigid expanse. Now, the Ghost Ice has shattered, revealing hints at deeper mysteries entombed within its icy grasp. Strange machines and wonderful horrors stir beneath the ice… Frozen in Time is a level 1 adventure for any DCC RPG campaign. It also includes new material for judges who want to send their adventurers in a Stone Age setting!

Cover of Murder in Thay
Murder in Thay
5th Edition
Levels 13–14
27 pages
0

With the rise of Tiamat threatening to destroy the world, the undead masters of Thay have approached the Council of Waterdeep to discuss the possibility of an alliance. But the Dragon Queen has agents everywhere, even in a remote keep on the Thayan frontier. A vampire noblewoman has been killed, and the characters are the prime suspects. To clear their names, they must find the real killer, and learn how even the undead may die… Murder in Thay is a 4-6 hour Dungeons & Dragons adventure for characters of levels 13-14, for use as an expansion of the "Mission to Thay" chapter in Tyranny of Dragons or as a standalone module. This publication comes with a map pack, a new magic item (the pyx of soul capture), and monster and NPC stat blocks, including two new creatures, the fearsome dread centurion and the not so fearsome undead cat!

Cover of DDAL04-01 Suits of the Mists
DDAL04-01 Suits of the Mists
5th Edition
Levels 1–2
44 pages
0

Strange things are afoot in the Moonsea. The factions have called all those willing and able to investigate strange occurrences in the region surrounding Phlan. Dark whispers and unseen terrors lurk in the misty shadows between this world and someplace much more sinister. Unveil the horrors before it is too late! Part one of Misty Fortunes and Absent Hearts.

Cover of Eateat Go Home? (DC-POA-PND-4)
Eateat Go Home? (DC-POA-PND-4)
5th Edition
Levels 5–10
18 pages
0

DC-POA-PND-4 Eateat Go Home? (Part 3 of the Strange Case of Erland Forsk) A small girl confides in you that she found a secret friend, and that she needs your help in getting him home. Will you be able to keep him safe while mysterious agents search for him? A Two-Hour Adventure for Tier 2 Characters. Optimized for APL 8. Using the DungeonCraft seed The Littlest Squidling ``` You could be happy here; I could take care of you. I wouldn't let anybody hurt you. We could grow up together, E.T. —Elliott, Movie E.T. ```

Cover of The Rapture of Madness
The Rapture of Madness
5th Edition
Levels 3–4
11 pages
0

A Twisted Level 4 Adventure of Science and Sanity Lost by Infinite Initiative They wanted perfection. They got him instead. Beneath the sea lies a sunken research city—once a marvel of arcane progress, now a decaying labyrinth of broken glass, failed experiments, and whispers in the dark. At its heart, a mad scientist clings to his vision, bending corpses and constructs to his will. The players must brave an abandoned lighthouse, activate a long-dormant portal, and descend into the abyssal halls of a drowned facility. But something stirs in the tanks… and it’s not alone. Inside the Adventure: A puzzle-filled lighthouse and a cinematic octopus encounter A non-linear underwater dungeon teeming with mutated horrors Tactical environments: flickering labs, crumbling windows, and flooded chambers A final boss fight against a deranged scientist and his unstable Abomination Includes new stat blocks and a unique magic item: the Cloak of Protection (as a warded lab coat) This is a dark, atmospheric one-shot perfect for groups who enjoy horror, puzzles, and morally twisted villains. Part of the Thirsty Tiger Tales series by Infinite Initiative.

Cover of Pathfinder Adventure Path #79: The Half-Dead City (Mummy’s Mask 1 of 6)
Pathfinder Adventure Path #79: The Half-Dead City (Mummy’s Mask 1 of 6)
Pathfinder
Level 1
91 pages
0

The Mummy's Mask Adventure Path begins with "The Half-Dead City," an exciting new adventure in the pyramid-laden realm of Osirion, Land of Pharaohs! In the city of Wati, the church of Pharasma holds a lottery allowing explorers to delve the tombs of the city's vast necropolis in search of the nation's lost glories. In the course of investigating dusty tombs and fighting their ancient guardians and devious traps, the heroes encounter a group of rival adventurers intent on keeping one tomb's treasures for themselves. At the same time, the heroes learn that a dangerous artifact has been stolen from the tomb. Can the adventurers defeat their rivals, or will they fall to the undead defenders of the city's necropolis?

Cover of DDAL05-07 Chelimber's Descent
DDAL05-07 Chelimber's Descent
5th Edition
Levels 1–4
33 pages
0

Deep in the Marsh of Chelimber lie the ruins of a great wizard’s tower. SEER has received intelligence, which she imparts via her emissary Hsing, that deep beneath the marsh in the remains of an old tower is knowledge of older magics. This could be just what Parnast needs to resist the onslaught of Bad Fruul and his armies!

Cover of Dark Lantern
Dark Lantern
4th Edition
Levels 6–8
38 pages
0

An agent of the King’s Dark Lanterns has stolen a cache of gold from the Brelish exchequer. Hunt him down, retrieve the gold, and thwart whatever else the rogue agent is plotting. Pgs. 28-65

Cover of FN10 - Abbey of Sobek
FN10 - Abbey of Sobek
AD&D
Levels 4–7
12 pages
0

With your fame building in the Great Plains of Dorack you have received word of an abandoned temple that has been showing signs of life. Years ago the followers of the old deity Sobek built a temple to honor him. The cult died out after a successful raid by Plainsmen who looted the complex after killing off the monks who inhabited it. A few days after the temple sacking the chieftain responsible for the attack fell ill and died of a mysterious disease. As it was believed a curse befell the warlord, the area was abandoned and considered taboo. Lately strange lights have been seen near the old temple and a giant stone alligator has been spotted in the area. The Plainsmen cannot go to the area as the old taboo is still in place and have asked your party to investigate.

Cover of The Rise of Tiamat
The Rise of Tiamat
5th Edition
Levels 8–15
94 pages
0

The Cult of the Dragon leads the charge in an unholy crusade to bring Tiamat back to the Realms, and the situation grows more perilous for good people with each passing moment. The battle becomes increasingly political as opportunities to gather allies and gain advantage present themselves, all centered in Waterdeep. Continuation of Hoard of the Dragon Queen.

Cover of Pathfinder Adventure Path #33: The Varnhold Vanishing (Kingmaker 3 of 6)
Pathfinder Adventure Path #33: The Varnhold Vanishing (Kingmaker 3 of 6)
Pathfinder
Levels 6–7
100 pages
0

The Stolen Lands consume many wanderers—the perils of its rugged wildernesses and hidden mysteries prey upon even the wariest of travelers. Founded upon one of the most savage frontiers, the colony of Varnhold defied the many dangers of this harsh region. At least, it did until all the residents of the fledgling community completely disappeared. Now it falls to the PCs to discover what became of their eastern neighbor, a secret steeped in generations-old hatreds and the mysteries of an empire long crumbled to dust. Can they uncover the terrible secret behind this shocking disappearance before the same calamity befalls their own land?

Secrets of the Greenwold: Caravan of Peril
5th Edition
Levels 1–20
22 pages
0

Caravan of Peril takes place on the unprotected roads and trails of the wilderness between cities. Merchants, pilgrims, and wanderers have long banded together in wagon caravans for safety when setting off into the wild -- yet a caravan is only as safe as its hired guards. There's plenty of coin to be had on the road for those with a swords (or spell book), a steady will, and a taste for adventure. This adventure begins assuming the characters have all signed on as caravan guards. Their motivation may be money, wanderlust, or a hasty need to get out of town. Whatever the case, payment is 25gp each, paid upon safe arrival in the next city. Along the way, the characters will brave the dangers of the wilds, make some unusual acquaintances, and be ambushed by crafty goblins.

Cover of The Seventh Arm
The Seventh Arm
3rd Edition
Levels 3–11
34 pages
0

The PCs intervene in an attempted murder and are hired to find out what made a guy go mad. This leads them to search for Yenejg Togan's tower/a strange merchant in the nearby forest, where they discover that bugbears have moved in. After exploring the tower, finding the "merchant", and dealing with the bugbears and the lamia that caused the incident in the first place, they were still unable to get into Yenejg's inner sanctum without a key. The PCs return with the key and figure out how to use it to enter Yenejg's sanctum. They then explore it, dealing mostly with traps, and finally discover the resting place of the treasure Yenejg stole from the town. This adventure begins with a skill-based roof-top chase and can include some complex non-combat interactions with potentially hostile NPCs. It includes some semi-interesting traps as well as some nifty puzzles. No villain to speak of. Fool-hardy adventurers can get themselves killed, but some caution will result in only one extremely hard fight, and even that can be avoided if action is taken quickly. Pgs. 74-107

Cover of Under Our Noses
Under Our Noses
5th Edition
Level 4
8 pages
0

The Thieves Guild Ebonclad has learned of a construct that would make an ideal guardian or soldier. Unfortunately the constructs creator is looking to sell this to The Crown. It is in Ebonclad's best interest to intercept this construct before its abilities can be demonstrated. The party plays the role of a group of saboteurs, required to sabotage or destroy a construct named Marx before it can be demonstrated to The Crown in less than a day’s time. The mission’s primary objective is to locate the construct Marx and destroy or sabotage it. If Marx is destroyed outright, the party will need a patsy to pin the crime on. If possible, the party should steal Eva Dalphane’s schematics for Marx, as well as investigate how the artificer brought the construct into the city undetected.

Cover of The Temple of Pure Lightning
The Temple of Pure Lightning
5th Edition
Levels 7–9
9 pages
0

While lightning may strike anywhere, there is but a single Temple of Pure Lightning. This temple could be located just about anywhere – out in the middle of an expansive dungeon or even hidden beneath the streets of a bustling city. Regardless, this temple is not for the faint of heart. Within these walls are floors charged with lightning, ancient powerful weaponry, a vast series of winding powered minecarts, and rooms that are filled with eternal storm clouds. Just as dangerous are the aetherspawn that have been drawn to this place of great power and now see it as a home that will not be taken from them by the likes of a few mere adventurers.

Cover of The Watcher in the Attic (DC-POA-PND-3)
The Watcher in the Attic (DC-POA-PND-3)
5th Edition
Levels 1–4
23 pages
0

DC-POA-PND-3 The Watcher in the Attic (Part 2 of the Strange Case of Erland Forsk) Strange lights have been appearing in the topmost windows of the Forsk estate, and local cats have been going missing. Will you find out what lurks in the attic? A Two-Hour Adventure for Tier 1 Characters. Optimized for APL 3. Using the DungeonCraft seed Awake and Afraid Don’t go into the Attic! The Strange Case of Erland Forsk is a four part series of DungeonCraft adventures, each 2-hours long. DC-POA-PND-2 What Skitters Beneath? (tier 1) DC-POA-PND-3 The Watcher in the Attic (tier 1) DC-POA-PND-4 Eateat Go Home? (tier 2) DC-POA-PND-5 What Stalks the Night? (tier 2) ``` Unworkable inventions? Lost or shattered Nothing is perfect Nothing is worthless Unloved, dusty, rusty, dirty Here at the top Where the things that are lost find a home in my attic —Professor Elemental, The Attic ```

Cover of The Fish and the Rose
The Fish and the Rose
5th Edition
Level 5
9 pages
0

A Collection of Dark and Daring Adventures What happens when adventurers become the owners of a brothel? When a roguish associate asks them to attend an oligarch’s party in his place? What lurks in the Cartways besides kobolds? And what will you say when another thief tells you the only way to find a treasure is to become hunted by the Praetors? Dark dealings, my boys, and a knife in the guts might be the price. Whose guts? Might be yours if you cross the wrong one of the Nine. This 112-page supplement and adventure anthology is set in the seedy underbelly of Zobeck, and on its mean streets you will find: Seven adventures dealing with underhanded themes, shady locations, and double-crossing deals gone wrong Six locales including the Cartways Market Gallery or the Old Stross Municipal Baths. A dirty dozen NPCs: kobold gearsmiths, failed Arcane Collegium students, barge captains, fey and undead ambassadors to use as rivals, patrons, peers and foes A sampling of new clockworks, street magics and odd enchantments that make Zobeck the distinctive jewel of the River Argent! You probably shouldn’t bring the paladin along on this one… This official Midgard adventure anthology is easily portable to any setting. Designed by Ben McFarland, Chris Harris, Matthew Stinson, Christina Stiles, Mike Franke, and Richard Pett.

Cover of H3 The Bloodstone Wars
H3 The Bloodstone Wars
AD&D
Levels 17–20
32 pages
0

What strange role does Orcus, Prince of the Undead, play in the invasion of the peace-loving Damara? And what interest does the Grandfather of Assassins have in the tiny barony of Bloodstone Pass? With this adventure, your player characters inherit an entire barony - with a recently-reopened mine that produces immense wealth. Wealth enough to attract the dangerous attention of their neighbors...wealth enough to attract the attention of the Witch-King of Vassa...and Orcus himself! Now, your tiny barony is the pivotal point in a war that threatens to engulf the entire Forgotten Realms. Take command, and defend yourself against the encroachment of the evil, demonic forces of the nightmare realm of Vassa. A large, four-color map of the region makes your new realm come alive. Wild and wooly BATTLESYSTEM scenarios (with options if you're not into miniatures) give you the full range of battlefield excitement! Come learn why high-level AD&D game play can be much more than just monster bashing. The Army of Bloodstone wants you! TSR 9200

Cover of GA2 Swamplight
GA2 Swamplight
AD&D
Levels 7–9
32 pages
0

For decades, the city of Chala, nestled on the banks of the Leal River, boasted a prosperous fishing business. The community's life revolved around the wide, slowly rolling river that meandered miles northward into the Blackweed Swamp Now the city faces misfortune, pestilence, and decay, because the sacred Tefnut statue has been stolen. All clues suggest that the sacred object was carried into the heart of nearby Blackweed Swamp. But who, or what, would commit such a crime? Whoever is responsible, the statue must be recovered, at any cost. TSR 9424