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Cover of F10 - Priory of Enyndeth
F10 - Priory of Enyndeth
AD&D
Levels 4–6
13 pages
0

A small valley in the Basalt Mountains is home to a small farming community and a priory for the deity Enyndeth. Here young acolytes study to be full-fledged clerics of their faith. The priory was built into the side of one of the mountains when the community specialized in mining. This town should be able to provide road weary adventurers a reprieve from problems….or will it?

Cover of The Lost Treasure of Atlantis
The Lost Treasure of Atlantis
OSR
Levels 6–8
? pages
0

An adventure in Hyperborea designed for from four to six characters of 6th through 8th level In the far reaches of Hyperborea’s Crab Archipelago lies a small, mountainous island known as Crystal Point. Passing sailors recently have witnessed a crimson glow in Crystal Point’s waters and beams of russet light shining up from its steep cliffs. Too, unusually frequent lightning storms in the area have torn the sky in blinding flashes, shattering the air with their awesome sound. The seedy wharf taverns of Khromarium and elsewhere buzz with these strange tales—some even speculate that Crystal Point may hold the lost treasure of Atlantis! The Lost Treasure of Atlantis takes players into an action-packed realm of adventure: the mythical world of Hyperborea, a sword-and-sorcery campaign setting inspired by the fantastic fiction of Robert E. Howard, H.P. Lovecraft, Clark Ashton Smith, and others. This adventure is designed for Astonishing Swordsmen & Sorcerers of Hyperborea™ (AS&SH™), a role-playing game descended from the original 1974 fantasy wargame and miniatures campaign rules as conceived by E. Gary Gygax and Dave Arneson. Therefore, AS&SH is compatible with most traditional fantasy role-playing games (c. 1974 to 1999) and their modern simulacra, such as OSRIC™ and Swords & Wizardry™.

Cover of DF2.5 Gang War!
DF2.5 Gang War!
AD&D
Levels 2–5
4 pages
0

Gang War! is a companion adventure made to go along with the events unfolding in Folio #9 (DF2 The Lost Apprentice). It contains the information needed to run a side advenute during the events of The Hidden Valoria Campaign. Yep, you've stepped in it now! Cross blades with several of the gangs of the Patina to help avoid an all-out war that is likely to set the neighborhood ablaze! Once again the players are pressed into service to help keep the peace in the Patina when a rumor of a murder and deciet will pit on gang against another, their tenuous alliances threatening to pull other gnags into the mess as well. This adventure is formatted to both 1E & 5E gaming rules.

Cover of Castles Forlorn
Castles Forlorn
AD&D
Levels 4–6
192 pages
0

Time Is Meaningless in Castle Tristenoira Forlorn has long remained hidden in the shadows of notorious Barovia and Kartakass, yet the tiniest domain in the lands of the core is nearly as old as Ravenloft itself. This land is sick with evil, a twisted mockery of the place it once was. It is filled with creatures of despair who were drawn into the demiplane of dread.... Within Castle Tristenoira lies oblivion. The crumbling keep slips in and out of time, carrying its unwary explorers across the centuries, where they may be abandoned to the cold winds of eternity - and to the ghosts in the castle! Spirits both innocent and guilty haunt the timeless passages, whispering tales of murder and vengeance. Escape is for the lucky...or the hopelessly mad. The Castles Forlorn adventure set provides the DUNGEON MASTER with a rich and complex domain in which to set a campaign of any size and duration. It includes a 96-page sourcebook, The Weeping Land, which reveals the complete history of the domain and the strange and terrible lord who rules over it. Descriptions of the living and dead who call this lonely land home abound, as do details of the forbidding Tristenoira castle, where adventures may spend an evening or an age. After learning Forlorn's history of sorrow, the DM can lead player characters into Melancholy Meetings, a 32-page collection of encounters that provide adventure in every corner of the domain. Finally, only Eve of Sorrows remains, which is a 32-page assortment of mysteries and nightmares within the castle itself. This deluxe boxed adventure set completes the portrait of Forlorn with a highly detailed, double-sided poster map of the castle, a poster map of the domain, and a special wall poster created by award-winning artist Robh Ruppel - all in full color. Includes 2 adventures: Eve of Sorrows Melancholy Meetings TSR 1088

Cover of One Shot to Die Hard
One Shot to Die Hard
5th Edition
Level 3
22 pages
0

Throw your party into an action movie in this pulse-pounding, single-session adventure inspired by Die Hard. This adventure sends your party to celebration of the winter solstice, on the top floors of an archmage's tower. When a group of mercenaries led by a revenge-seeking criminal mastermind crash the party and take the guests hostage, the adventurers are plunged into their own real-life action movie. Yipee Ki-Yay! General Features - Designed for a level 3 party - Playable in 3-4 hours (and playtested) - Gritty and dangerous; the party starts without any weapons or spellcasting and must ambush the mercenaries to arm themselves. - Includes 8 new magic items and 3 new stat blocks. - 7 fully-mapped floors of the wizard's tower, modeled after the floorplans of the real-life building where the original Die Hard was filmed. Why Players Will Love It - Your choices matter! This is not a linear adventure by any means. You're dropped in a dangerous situation, deprived of your gear, and what happens next is up to you. - You're in an action movie! Ever wanted to crawl around air ducts or up elevator shafts, or swing from a roof and smash through a window? Now you can! - Deadly, but with a safety net. The first to die gets a fun surprise, and stays in the game. - Fun loot! If you continue with these characters after this adventure, you'll have some fun new toys to play with. - It's Die Hard! If you're a fan of the movie, you'll be a fan of this adventure. Why GMs Will Love It - It's flexible and easy to run, and rewarding without being overcomplicated. - A quick-reference page contains all the information you might need at a moment's notice, including suggested on-the-fly combat encounters, NPC names, and a cast list with roleplay suggestions for each character. - A plot checklist to help keep you on track during the game. - Most importantly, information is right where you expect to find it.

Cover of A Wyvern's Return
A Wyvern's Return
5th Edition
Levels 3–4
12 pages
0

Whilst spending time in Doorstep, the settlement that has grown up around the gates of Gauntlgrym, the town is attacked by an overwhelming force of orcs and you are pushed back into the city. You and your companions are offered an opportunity to escape the mountain through the trap laden, kobold infested, Red Wing Warrens and get help for the besieged city.

Cover of Misthollow Castle
Misthollow Castle
OSR
Levels 5–10
9 pages
0

An Adventure for Odysseys & Overlords Standing on a lonely, bare mound in the bottom of a dell full of swirling fog, a castle from the time of the Schism crumbles, forgotten. Inside, treasures—and terror—await. A writ of salvage has been posted in Chandra's Haven: 500 gold coins to the brave adventurers who find Misthollow Castle and secure it for Salamon Castos, a wealthy merchant. Castos claims to be the scion of the noble family which ruled Misthollow and built the castle generations ago. Castos grudgingly agrees to allow the characters to keep whatever they find in securing the castle, though he insists on right of first refusal on anything of value. The Odysseys & Overlords Player’s Guide is available at https://www.drivethrurpg.com/product/275042/Odysseys--Overlords-Players-Guide The Odysseys & Overlords Game Master's Guide is available at https://www.drivethrurpg.com/product/275040/Odysseys--Overlords-Game-Masters-Guide

Cover of The Year of Priest's Defiance
The Year of Priest's Defiance
AD&D
Levels 3–5
9 pages
0

In a world where water is more precious than gold, you've found an oasis - but you cannot drink a drop! The adventurers, crossing the desert, encounter a sandstorm that uncovers part of an ancient ruin of an unknown type. Green grass, an unusual and astonishing sight on Athas, magically sprouts around the ancient structure. An irresistible treasure lies inside, a source of pure water... Pgs. 26-34

Cover of The Maze of Zayene M2 - Dimensions of Flight
The Maze of Zayene M2 - Dimensions of Flight
3.5 Edition
Levels 9–12
52 pages
0

The characters have escaped the maze only to find themselves in strange dimensions of fire, stone and ice, and a strange idyllic hunting ground where all is not as it appears.

Cover of ALQ5 Ruined Kingdoms
ALQ5 Ruined Kingdoms
AD&D
Levels 3–12
104 pages
0

Unveil the forbidden secrets of Nog and Kadar! The Nogaro River has seen the rise and gall of countless empires, unequaled in their evil and terror. Buried but not destroyed, their legacy lives on, shrouded by the tangled jungle and by time itself. With Ruined Kingdoms, bold explorers can at last lift the veil of oblivion and unravel the mysteries of a dark and sinister past. Inside you'll discover: A 32-page campaign booklet describing the Ruined Kingdoms and their many secrets. A 64-page book packed with adventures-nine plots of intrigue and danger that transport player characters from Dihliz to Afyal and into the heat of the ruin-choked jungle. Adventurers face yak-men, genies, and giants, and unearth artifacts of awesome magical power. An 8-page booklet filled with villainous women and deadly reptilian monsters. Six cardstock sheets featuring detailed maps and player aids. A stunning poster map of eastern Zakhara, depicting the twisting valleys and ancient capitals of the Ruined Kingdoms. Recommended for use with the Arabian Adventures rulebook. TSR 9440

Cover of Warrens of the Stone Giant Thane
Warrens of the Stone Giant Thane
4th Edition
Levels 11–17
38 pages
0

To stop a devastating rampage of giants across the land, the party must venture into the lair of the stone giant thane Arnak to uncover the truth about why he has broken his peace with the neighboring dwarves. In the process, they will have the opportunity to retrieve important symbols of the fight against the giants and uncover a dangerous excavation. The adventure is part of the "Against the Giants" series originally by Gary Gygax, hence the writing credit.

Cover of DDAL-DRWEP-02 Wings of Death
DDAL-DRWEP-02 Wings of Death
5th Edition
Levels 17–20
74 pages
0

A Dreams of the Red Wizards Epic The treachery and master plan of Thay are at last revealed—and heroes are needed for a final assault to prevent the return of one of Faerûn’s greatest evils! Part Five of the Storm King’s Descent series of adventures. A Four-Hour Epic for 11th- through 16th-Level Characters and 17th- through 20th-Level Characters. Optimized For: APL 13 and 18 This adventure also includes rules for single-table play. Content warnings include: cold weather hazards, possession, and slavery

Cover of Quests of Doom: Volume 2 (5e)
Quests of Doom: Volume 2 (5e)
5th Edition
100 pages
0

Quests of Doom Volume 2: 6 MORE Adventures for Fifth Edition Rules, First Edition Feel! For Quests of Doom Volume 1, we brought in some of the biggest stars in adventure-writing history to produce 12 mindbogglingly insidious adventures for Fifth Edition. This is volume 2, containing six more explorations into “doom or glory” for your players. Once again, the all-star cast of authors delivers what we strive to give you: Adventures Worth Winning! Volume 2 of Quests of Doom contains 6 adventures in 100 pages, byBill Webb (Of Ants & Men, Pit of Despair, Isle of Eliphaz), Matt Finch (Perils of Ghostwind Pass), Jim Ward (Dread Dragon Temple), Michael Curtis (The Darkening of Namjan Forest), and Casey Christofferson (Pit of Despair).

Cover of The Last Gods
The Last Gods
3rd Edition
Levels 9–12
16 pages
0

The night air is chilly, but the crackling fire you've started warms your bones comfortably. Crickets chirp, and you smile up at the stars, glad for the quiet evening. There is a loud roar, and you are blinded momentarily as the campfire suddenly surges up into the air. The flames split down the middle, revealing an abyss that leeches the warmth from your soul. Out of this hellish place stumbles a black-cloaked figure clutching a scythe. Quickly, you reach for your weapons. The strange apparition staggers for a moment. Then, gathering its strength, it pulls back the hood on its cloak. Beneath is a bleached skull with stars for eyes. "I am Azrael, Lord of the Undead," it hisses. "Or rather, I will be Azrael, after time itself has died." Even as Azrael speaks, decay begins to eat away at its body, and the god shudders. Holding one arm up to watch as tiny fissures form in its bones, the deity sighs, "Ah, sweet Entropy, come to claim me at last." It's gaze sweeps back to you. "But no, not just yet. First, I must set events in motion." Weakness begins to overcome Azrael, and it sinks to one knee. "Long ago, I became the most powerful of all the gods, in spite of my enemies' efforts to stop me. Delirious with power, I destroyed the other gods and eventually fell to feasting upon the souls of their worshipers. After devouring every living creature, I consume the planets and, eventually, the stars themselves, until I was left alone, in darkness." The god struggles to finish its message as its bones turn to dust and blow away, "Unexpectedly, I felt remorse for what I had done. I grieved for the universe I had destroyed, but I lack the power to recreate it. So, I have come to you, to beg you to do what I cannot." Azrael reaches into its cloak and produces a leather sack. "Take these items and use them." As Azrael dissolves, it gasps out, "Kill me tonight, or tomorrow will never dawn." All that remains is a pile of dust and a leather bag.

Cover of Tree Maze of the Twisted Druid
Tree Maze of the Twisted Druid
AD&D
Any Level
9 pages
0

Straight from the garage of Chris's mom—and 1981—comes this homegrown, truly old school adventure of malign druids, twisted tree demons, evil blink dogs, arboreal gelatinous cubes, magical pecans and certain death. Though sadly missing half its original key, the release has been painstakingly recreated by the author as a grown man. More or less.

Cover of RC5 - Secrets of Bibliotheca
RC5 - Secrets of Bibliotheca
AD&D
Level 5
29 pages
0

In part two of the Rock Con scenario, our group of heroes heads towards Bibliotheca. This urban adventure has a variety of encounters unique to the city setting. Can the group uncover the missing books?

Cover of FO7 - Tomb of Delekin the Fallen
FO7 - Tomb of Delekin the Fallen
AD&D
Levels 7–9
18 pages
0

Half a century ago the legendary mage Delekin reached his zenith but began a fall of monumental disaster. After being betrayed by his party the mage changed alignment and began a cruel tirade against the residents. He was finally taken down by the Lords of Evil and imprisoned in a tomb created to lure good adventurers to their death. Many have entered the unholy locale and none have returned. Whatever evil is present in the tomb is powerful, and most likely very wealthy. This adventure is one of the Original series i.e. an early work!

Cover of The Pit in the Forest
The Pit in the Forest
OSR
Levels 2–3
32 pages
0

In Claine Forest near Padduck Village there has appeared a pit. No-one knows where it came from, it just did. It is not so deep that you cannot see the bottom, but people fear it and avoid it. No-one who has climbed into it has come back, having been dragged beneath the surface by unseen hands. A necromancer has come to the forest, seeking the pit. She does not quite know what she expects from it, but what she hopes for is protection from death. Player-characters may wish to get involved, and thus this constitutes an adventure for old-school systems, for 5-6 PCs of 2nd level 2 or slightly fewer of 3rd. The PCs won’t necessarily all die, and the players will almost certainly survive. Reviews elsewhere: "It pours out flavour in nearly every word, creating delicious situations for the party to interact with. ... We got a village, two rival groups of adventurers, a weird-ass forest, and somewhere in the forest a pit, your final destination. From this, joy is made. Each one of those elements has their component parts well done and, because of this the whole is a wonder." — Bryce Lynch of tenfootpole

Cover of Against the Hydra
Against the Hydra
OSR
Levels 2–4
26 pages
0

A 26-page low level adventure for OSE and other OSR rpgs. "The swamps? Oh, that's a long time since someone got out of there. Vines and crocodiles they say in the big city. But down here we don't believe everything they say up there. Everyone knows what's up with the swamp! The hydra is hungry! We tried to hunt it down last year... that's how i got this wooden stump! What? you? killing the Hydra? well... i didn't make you out for the brave type, that's all..." -Old Mika, fisherman of Gren Against the Hydra The swamps near Gren are infested with strange creatures preying on travellers, the hydra has begun her yearly hunt and the river woman’s daughter has vanished. Last year the neighbouring towns have all gathered together to mount an expedition inside the swamp, but none returned. With nothing more to do priests, druids and citizen have gathered a 2000 gold pieces to clean out the swamp and save the river woman’s daughter from certain death. The adventure comes with detailed tables to explore the swamps, a complex dungeon riddled with encounters, treasure and lore for you to explore. Handouts are also included in the adventure pdf, for you to give to your players and excite their imagination.

Cover of The Shrieking Caverns
The Shrieking Caverns
5th Edition
Levels 2–5
6 pages
0

Deep in these caverns overrun with all sorts of foul creatures are two sister hags. Once of the same coven, they now have a bitter rivalry but both refuse to the leave these caverns they call home. The cave received its name thanks to the terrifying sounds that echo through it. Some say it is just the wind brushing against the stone but the rumors all speak of two horrifying sisters casting curses and performing diabolic rituals with human sacrifices in a never-ending hatred. Heroes will face goblin, hag, bat, hook horror, and other terrifying monstrosities deep within the tunnels of The Shrieking Caverns. This dungeon does not contain any of the puzzles from the puzzle section, though there are a few situations the players will find themselves in that will require more than phsyical strength. That being said, this dungeon contains many combat encounters and is expected to take multiple nights to complete.