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Cover of Wizard of the Wildering Woods
Wizard of the Wildering Woods
5th Edition
Levels 1–2
13 pages
0

The ancient forest known as the Wildering Woods has a reputation for confounding those who dare venture through it. When a series of unusual events befall a nearby lumber camp, the player characters are asked to seek out a mysterious wizard rumored to reside within. As the adventure unfolds, it soon becomes apparent that big trouble awaits them inside the forest. What's included: 1 fanciful adventure divided into single-page sections for easy running 2 fully-colored maps with unlabeled versions for players (made with assets from 2-minute Tabletop) 3 custom creature statblocks with clickable links for quick access Content Warning: Violence, death, abduction around the Wildering Woods, a fey-inhabited forest whose residents are being terrorized by a delusional hill giant who believes he is a wizard.

Cover of Dark Water Trap
Dark Water Trap
3rd Edition
Levels 4–7
2 pages
0

Dark Water Trap is a mini-adventure that has a single encounter that involves Duergar using darkness and anti-darkvision to get the player to fall into a Pit trap full of water, so that the party will drown. The encounter either works as a standalone (Ie. the Duergar have been causing trouble), or as a part of a larger adventure or dungeon, Duegar or otherwise. Pgs. 26-27

Cover of Shadowfell Schism
Shadowfell Schism
4th Edition
Level 26
6 pages
0

The Raven Queen’s servants often seek out mighty allies. One of these is the black dragon Quetzallus, who resides in a deep cavern on the Shadowfell guarding a stream of souls flowing into the Raven Queen’s realm. But a death knight named Raxikarthus, betrayed by the Raven Queen in life, now seeks to enslave this dragon for his own purposes. He madly believes that he can stand against the Raven Queen, and seeks allies of all stripes—even her own servants—to do so. The death knight has found a pathway into the Shadowfell thought closed by mortals. Beneath a decayed keep, the undead dragonborn has reopened this portal and led his forces into the Shadowfell itself. The PCs are called in to beard the death knight in his lair. They find it abandoned, but discover a strange passage in the lower reaches. Pgs. 162-167

Cover of The Eyes of Evil
The Eyes of Evil
AD&D
Level 10
6 pages
0

Conquest, not beauty, is in the eyes of this beholder. A promise of adventure and riches, with a hint of total annihilation. The party should also have several powerful magical items, since the challenge that it faces is great. The geographical background and the local population are left vague so that the adventure can fit any campaign setting. Pgs. 39-44

Cover of Greenskin Diplomacy
Greenskin Diplomacy
5th Edition
Level 1
24 pages
0

When a band of orcs attacks the town of West Fork, will you and your party bravely defend the townsfolk, and strike back? This adventure is intended to be used in any campaign setting and at any party level (see ‘Instructions’). This particular adventure takes place in a medium-sized village or small town. Most of the NPCs within this adventure are human, but they can easily be substituted for other common races to best suit your campaign. Published by Nord Games

Cover of Battle for the Undercity (5e)
Battle for the Undercity (5e)
5th Edition
Levels 7–9
16 pages
0

𝐁𝐚𝐭𝐭𝐥𝐞 𝐟𝐨𝐫 𝐭𝐡𝐞 𝐔𝐧𝐝𝐞𝐫𝐜𝐢𝐭𝐲 is a 𝐃&𝐃 𝟓𝐭𝐡 𝐄𝐝𝐢𝐭𝐢𝐨𝐧 adventure designed for a DM’s use in any 𝐅𝐨𝐫𝐠𝐨𝐭𝐭𝐞𝐧 𝐑𝐞𝐚𝐥𝐦𝐬™ campaign. It was designed and written by writer, editor, and developer Monica Valentinelli (𝐅𝐢𝐫𝐞𝐟𝐥𝐲 𝐑𝐏𝐆, 𝐕𝐚𝐦𝐩𝐢𝐫𝐞: 𝐭𝐡𝐞 𝐌𝐚𝐬𝐪𝐮𝐞𝐫𝐚𝐝𝐞 𝟐𝟎𝐭𝐡 𝐀𝐧𝐧𝐢𝐯𝐞𝐫𝐬𝐚𝐫𝐲 𝐄𝐝𝐢𝐭𝐢𝐨𝐧, 𝐚𝐧𝐝 𝐇𝐮𝐧𝐭𝐞𝐫 𝐭𝐡𝐞 𝐕𝐢𝐠𝐢𝐥 𝟐𝐧𝐝 𝐄𝐝𝐢𝐭𝐢𝐨𝐧 𝐥𝐢𝐧𝐞𝐬), with rules and editing by developer, writer, and editor Scott Holden (Scarred Lands RPG, Ravenloft RPG, EverQuest RPG, and EVE Online). 𝐁𝐚𝐭𝐭𝐥𝐞 𝐟𝐨𝐫 𝐭𝐡𝐞 𝐔𝐧𝐝𝐞𝐫𝐜𝐢𝐭𝐲 takes place underground in a section of a major city. The party will navigate sewers, worked tunnels, forgotten crypts, and freshly dug passageways to fend off adversaries in order to rescue hostages and return them safely to the surface unharmed. Can your party emerge victorious and save the day? 𝐈𝐧 𝐭𝐡𝐢𝐬 𝐚𝐝𝐯𝐞𝐧𝐭𝐮𝐫𝐞 𝐲𝐨𝐮 𝐰𝐢𝐥𝐥 𝐟𝐢𝐧𝐝: * Adventure background and hooks * Map to the Undercity * Detailed location guide * Suggestions to increase and decrease the Challenge Rating * Advice to customize the adventure to your party * New! Crimson Coins thieves' faction and characters * New! Ten Legs tribe, Goblin Beast-Master, and Beast-Rider monster variants * New! Corrupted Shield-Guardian monster variant * New! Ancient Revenant monster variant This adventure includes three, separate three-to-four hour long missions that can be run in any order, depending upon the needs and composition of your party members. While this was designed as an adventure module for 7th- to 9th-level characters to be run in the recommended timeframe, you will find notes to adjust the missions to increase or decrease their difficulty and length. 𝐀𝐛𝐨𝐮𝐭 𝐭𝐡𝐞 𝐚𝐮𝐭𝐡𝐨𝐫: Monica Valentinelli writes stories, games, essays, and comics about magic, mystery, and mayhem. Find more titles by Monica on 𝐃𝐫𝐢𝐯𝐞𝐓𝐡𝐫𝐮𝐑𝐏𝐆.𝐜𝐨𝐦 and 𝐃𝐫𝐢𝐯𝐞𝐓𝐡𝐫𝐮𝐅𝐢𝐜𝐭𝐢𝐨𝐧.𝐜𝐨𝐦.

Cover of A Mess to Clean
A Mess to Clean
5th Edition
Level 3
8 pages
0

A member of the Thieves Guild Ebonclad has betrayed the guild and left a trail of bodies in his wake. The incident leaves the guild in a vulnerable position, and now a cleaning crew is necessary to find the rogue agent and cover the guild’s tracks. The party has to track down and eliminate Rikus Nickol, a guild defector. Rikus violated the honor among thieves when he murdered his teammates and made off with an enigmatic coral tablet that they were sent to steal from a building on the Ohlrise campus. The party is encouraged to retrieve this tablet as well, though eliminating Rikus is the most important goal. The party plays the role of investigators. The mission primarily deals with investigating a botched job on the Ohlrise (College/Wizard) campus, though it culminates in searching for a thief who defected from the guild. The characters are confronted by the rogue agent, forcing them to react to the situation as it unfolds.

Cover of NQ8 - Quandary in the Mines
NQ8 - Quandary in the Mines
5th Edition
Levels 6–8
22 pages
0

With your past exploits being noticed the acting ruler of Dilad has requested your presence. An envoy of the leader has met with you and asked you to investigate a growing issue. The city of Acre is in a large scale building operation but limestone from the quarry has stopped coming. Delays will be costly and the party has been asked to go to Fecknic and discover what the problem is. You can’t really disappoint the top dog of the nation can you?

Cover of Encounters in the Savage Jungles
Encounters in the Savage Jungles
5th Edition
Levels 1–17
80 pages
0

This 80-page supplement contains 38 encounters written by many of the Dungeon Masters Guild’s best-selling writers. Encounters in the Savage Jungles includes 23 encounters / mini-adventures of various difficulty that can be used while the adventuring party braves the uncharted and savage jungles. It also includes 15 Quick Encounters, and additional resources. Although inspired by the Tomb of Annihilation, these encounters can be used with any official D&D campaign, or in your own home campaign. Many could even be used in forest, wilderness, or swamp settings. These encounters are location generic and are designed to be easily added to any campaign. Use them to introduce new players, as inspiration for a new campaign, as a one-shot, or whatever else you can think of.

Cover of FD3 - Crisis at Marstan
FD3 - Crisis at Marstan
AD&D
Levels 2–5
19 pages
0

After the last adventure you are now on a quest to find a warm bed and good food. Passing travelers have pointed out that you are quite close to the Thorp of Marstan, a small settlement in the area under the control of the Earl of Sakov. His troops are well known for their horsemanship skills and after all your walking perhaps you may find proper mounts! What the party will find is a community fearful from recent humanoid attacks but with the passing of a guard unit they have hope….except the guard unit hasn’t been heard from since.

Cover of Dungeon Short- Perfect Corruption
Dungeon Short- Perfect Corruption
5th Edition
Levels 3–12
20 pages
0

In this small 25 page Gothic Horror adventure module, find the secret of the small village of Vaukelberg, where disappearances have led to a mysteriously empty town. Something is buzzing in the wheat fields, and the adventurers may not be hardy enough to survive the horrible Vander Cainse's idea of Perfect Corruption. Perfect Corruption- a 5e SRD adventure for levels 3, 7 or 12. 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 6 original statblocks, find out what horrible creatures lay in hiding in this horrifying Dungeon Short.

Cover of Planar Bandits
Planar Bandits
4th Edition
Level 13
6 pages
0

A cadre of githyanki has come to the world in search of rich plunder and soft targets. It has set up a base in the lower levels of an abandoned fortress ruin. A caravan of travelers spotted a githyanki while it hunted for food. Rumors of an invading army from the Astral Sea quickly spread through nearby towns, and the PCs have arrived to investigate. Pgs. 84-89

Cover of A Family Reunion
A Family Reunion
5th Edition
Level 7
7 pages
0

Monster hunting is a noble profession for only the bravest adventurers. But when a monster queen hires the party to reunite her family and restore her honor, the traditional methods of death and dismemberment are no longer on the table. Melusine is missing her children and the party must recover them all alive.

Cover of FN12 - Shrine of Ileaeni
FN12 - Shrine of Ileaeni
AD&D
Levels 5–7
25 pages
0

Rumors and legends surround a hidden temple dedicated to the god of Magic, Ileaeni. This lost shrine is supposed to be in the Border Hills but no one, not even a legendary general has been able to locate this famed location. While long rumored to hold a supply of magical items no proof exists of this temple aside from notations in old scrolls. Myth or real you and your party are interested in exploration and treasure…this sounds like it may be right up your alley.

The Little Cave
5th Edition
Levels 3–5
19 pages
0

Just beyond the fields of Orleans a small hole in the earth hides treasure and monsters. The townsfolk are far too scared to delve inside the abandoned cave, but the marquis needs its silver, and right quick. Just a couple of miles away from the town of Orleans, between rolling hills and well maintained forests, a small mine, long abandoned, lies in wait. Once a lucrative silver mine the “little cave” is now shunned by both the miners and its owners, the marquis of Orleans. Local whispers say that a few decades ago its miners stumbled upon something evil that lurked beneath the earth which killed the marquis’s son and twenty miners. Old people tell of a curse that lay on the mine which if reopened would cast doom upon the town. A few even tell of tiny demons, not taller than a housecat, that live in the mine and torment the smiths of the city. True or not these stories have all one thing in common: they have kept people from using the mine and extracting its precious silver ore. This that has plagued the marquises for three generations already and so the last heir of the family, Touvel of Orleans, is looking for brave adventurers, knights, sorcerers and all able bodied folk that wish to brave the mines and secure them from whatever evil may lurk inside them.

Cover of C17 - 0 - Isle of Mage Moreau
C17 - 0 - Isle of Mage Moreau
5th Edition
Levels 1–3
44 pages
0

After having one adventure under your belts you set sail to deliver a package across the open seas. A problem with nature causes their vessel to make an unscheduled stop on a small island that was home to a spice dealer for water. Problems ensue on the island and the party quickly discovers they aren’t “feeling themselves”. This item was played at WhosYerCon convention this past year in Indianapolis!

Cover of FQ1 - Ruins of Heliopolis
FQ1 - Ruins of Heliopolis
AD&D
Levels 1–3
21 pages
0

Your group of fledgling adventurers has come together from their respective backgrounds to seek out their fame and fortune in the wilderness. Upon their initial foray they uncover the lost ruins of a forgotten city. Little do these young adventurers realize that they may come into contact with a page and cover of the relic known as the Codex of Gamber Dauch!

Cover of Tower of the Stargazer
Tower of the Stargazer
OSR
Level 1
16 pages
0

Legends tell of a wizard so arrogant that he felt the entire sky was naught but a lens for him to view the stars. So great was the hubris and defiance of this man that the gods smote him with the power of storm and fire. Oh did the wizard laugh at such a pathetic gesture. He did not fear the gods, for he drew his knowledge from something greater. Something darker. The legend of this wizard grew, first whispered by men in fear, and later in awe. The wizard, they said, attacked the gods just as they had attacked him. And his joy only grew as the land around him died. But then there was no more news. No more talk. Something had finally brought the wizard low, for though the sky still blazed down on him and his abode, he no longer blazed back. And now you’re going to walk right through this wizard’s front door.

Cover of Curse of Faeriewell
Curse of Faeriewell
5th Edition
Level 5
24 pages
0

"A curse has spread through Darkroot Forest! Plants are attacking people, and the very air seems poisonous once you travel deep within the woods. Your group has decided to investigate this area, and rumors have it that the abandoned town of Faeriewell is where this disease started spreading. Or maybe the people of a nearby settlement asked for your help? or perhaps a noble Lord that just inherited the land hired you to clear out his new forest? This part is really up to you." The Curse of Faeriewell is an adventure for a level 5 party that you can easily drop into a campaign or play as a standalone one-shot. It will last between 3 and 5 hours. It is setting agnostic, but best at home in a Fantasy world. This adventure can serve as an interlude from your main campaign, a sidequest or simply as a one shot.

Crown of the Troll King
4th Edition
Level 11
9 pages
0

(Note: The titular crown is in this adventure, but it's up to the GM to provide their own stats for it, should the PCs obtain it) A short three-combat dungeon delve: Trolls with remarkably proficient tactics have been causing trouble for years. Track them to their lair then kill the trolls & their leader who has a black crown beaten into the flesh of their head.