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Cover of Eyes of the Lich Queen
Eyes of the Lich Queen
3.5 Edition
Level 5
128 pages
0

What begins as a simple expedition to explore an ancient jungle temple sends adventurers headlong into a search for the Dragon's Eye, an artifact created ages ago by demons in order to gain power over dragons. But where exactly is this mysterious artifact, and why do the Cloudreavers and the Emerald Claw think the adventurers already have it? Only Lady Vol knows the truth. Her deadly cat-and-mouse game leads the characters from the wilderness of Q'barra to the wild coasts of the Lhazaar Principalities and the soaring peaks of Argonnessen. There, at last, they can learn the secret of the Dragon's Eye and foil the lich queen's plans... if they survive!

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 Race to the Yellow Lotus
Race to the Yellow Lotus
3rd Edition
Levels 4–5
48 pages
0

"An army on the move, an ancient artifact, its purpose long forgotten, and the sinister plans of an unknown foe: When these elements combine, it's bad news for the good-aligned cities of the Blood Plateau. A massive band of orcs is marching on the Monastery of the Yellow Lotus, intent upon taking the "Flower That Does Not Bloom." The heroes must trek through goblin-infested tunnels and monster-filled woods ahead of the orcish horde, in a deadly Race to the Yellow Lotus." This adventure is the second in the "Tales from the Blood Plateau" series, but works well as a standalone or an intro to another campaign. Though the party does not actually engage the Death Knight/Blackguard antagonist, he is the primary driving force behind the events of the adventure. Published by MonkeyGod Enterprises and Highmoon Press

Cover of Dungeon Crawl Classics Lankhmar #5: Blasphemy & Larceny in Lankhmar
Dungeon Crawl Classics Lankhmar #5: Blasphemy & Larceny in Lankhmar
Dungeon Crawl Classics RPG
Level 5
16 pages
0

A member of your gang awakens in an alleyway with foggy memories of a deal made, a job taken, a partner slain, and a heist planned. They struggle to remember the details, but you all agree that breaking into an abandoned temple should be a simple matter – in and out. Yet the heist is on a collision course with something sinister. What begins as an easy job becomes anything but, as you confront cultists, vengeful spirits, and the servitors of a long-forgotten god. While seeking an easy score, you uncover a plan to strike a blow into the heart of Lankhmar, and no one is safe from the blasphemous plot. A choice needs to be made. Will you stand with the city, or risk letting it descend into chaos? Curse the gods of Lankhmar for their cruel joke that, in the shadowed alleyways of Lankhmar, there is no such thing as a “simple matter.” Officially licensed from the estate of Fritz Leiber.

Cover of FS7 - A Paladin's Warhorse
FS7 - A Paladin's Warhorse
AD&D
Levels 1–4
12 pages
0

Playing a Paladin can be an enjoyable experience especially with their vast array of powers and special abilities. One of their most overlooked abilities is their calling for a bonded mount at 4th level. Several scenarios are available for this "calling" including dreams, quests, etc. in the books but I have yet to run across any published adventures for it. This adventure provides one such option for gaining the mount and utilizing the Paladin's recent ability to turn undead as well. While this is a short adventure, it gives the DM an option to go one on one with a Paladin PC and challenge him/her in order to win their steed and a little glory as well.

Cover of CCC-KUMORI-01-02 Wretches
CCC-KUMORI-01-02 Wretches
5th Edition
Levels 1–4
25 pages
0

Accused of impersonation and kidnapping, a pair of old sisters have found refuge in Abermoor. In their wake, they have left a trail of blood, and are pursued by a bounty hunter. Hired for their expertise, the adventurers have joined the pursuit. A Two-Hour Adventure for 1st-4th Level Characters Wretches is a stand-alone adventure that premiered at Kumoricon in Portland, Oregon in October of 2017

Cover of DDAL05-02 The Black Road
DDAL05-02 The Black Road
5th Edition
Levels 1–4
45 pages
0

Caravans are having a difficult time getting through to Parnast via the Black Road. Organized attacks by orcs and other monstrous humanoids working in concert with one another have folks baffled. Little do they know that an unusually intelligent hill giant, going by the name of Bad Fruul is to blame. SEER has sent her emissary Hsing, to task your group to accompany a caravan with a very special cargo destined for the Shrine of Axes in Parnast, and to figure out who is responsible. A Two Hour Adventure for 1st-4th Level Characters

Cover of Captain Brunswick's Manor
Captain Brunswick's Manor
5th Edition
Levels 7–9
27 pages
0

Captain Brunswick’s Manor is a dark, dream-infused adventure where players unravel the mysteries of a haunted noble estate. As they navigate twisted corridors, confront eerie foes like the Dreamborne Wyvern and Auntie Sol, and face mind-bending trials in a nightmare-filled dream realm, the party must find a way to free Captain Brunswick and his daughter from their cursed slumber. With multiple routes through the manor and unique magical rewards, this adventure offers both intense combat and chilling roleplay. Boss Fights: Engage in memorable battles against Captain Brunswick, the Dreamborne Wyvern, and the malevolent Auntie Sol. Puzzle Encounters: Solve challenging trials that mix dream and reality, testing both wit and strength. Legendary Weapon: Unlock Tulva, the Tide Bringer, a powerful magic weapon that evolves with its wielder.

Cover of Morass of the Melted Men
Morass of the Melted Men
OSR
Levels 1–4
40 pages
0

In these lands of eldritch goo, it's a fine line between victory and a sticky situation Tzork, the sentient globe of glass, wasn’t exactly born from a grand spell—it was more of a cosmic "oops". After a backstabbing disciple named Theridus offed his master and snagged the relic, he promised his followers unimaginable power. But instead of turning them into terrifying demons, Tzork turned them into puddles of goo. Now, the once "glorious" cult's mansion is less a temple and more a swamp of melted, failed adventurers, attracting only the most reckless of treasure hunters. 'Morass of the Melting Men' is an adventure for Knave 2e, suitable for low-level PCs. The adventure revolves around an extremely powerful sentient magical item that has gone out of control, melting all the nearby people and turning what was once an evil temple into a swamp of slime, filled with bones and eyeballs. In Morass of the Melting Men, players enter a location flooded with a magical liquid exuding chaotic energy. The longer the PCs remain within the swamp, the more they suffer the unexpected effects of this alien magic. Step inside this morass if you dare — goo and treasure awaits... but mostly goo What you'll find here: A complete 40-page adventure A 20 room dungeon map Several new (and bizarre) magic items such as the magnificent Tray of Force and the powerful Theridus' Head. Several wild random tables of weird and gooey outcomes

Cover of In Cold Blood
In Cold Blood
3rd Edition
Levels 6–8
16 pages
0

The ravings of a mad prophet claim that a great evil has returned to Alik'bar and that this time, there shall be no salvation. Even those who previously vanquished the evil will be unable to stop it. Terror now grips the lower class populace while the guards and merchant class go about their days, ignoring the "Stories" of an unseen menace. "There is nothing wrong here," come the stern replies of the city guard. All the while the Mayor and his people retort, "the Evil in Alik'bar was banished long ago. This is nothing but vagrants and charlatans, begging for attention." The Church of Salvation has another opinion, but their words die down in a city griped with tension , apathy, and a demoralized poor class. The question remains: Why is there fear running in a city's slums? What does it have anything to do with the missing vagrants who disappeared so many years ago? Is there really a great threat, or is there a simpler answer? This is a sandboxy, mystery adventure in a city. There are secretly a green and a blue dragon leading factions in the city. In Cold Blood was updated to D&D 3.5 for the AEG adventure compilation 'Adventure II'

A Night at Bittermoon Inn
5th Edition
Levels 2–5
21 pages
0

Pursued by wolves and worse, the party must fight a running battle to take refuge at the relative safety of the Bittermoon Inn, a decrepit old inn high in the mountains. But night is falling, can they uncover the secrets of the inn and use them to survive the night? This adventure can be played as a stand alone one-shot, or can be used as a drop-in side quest to almost any campaign. It is suitable for a party of about 5 characters at the First Tier (Levels 1-4). The players must fight a running battle with wolves to reach Bittermoon, then they must discover the secrets of the inn before escaping through a smuggler's tunnel. Finally they must face off against their unseen opponent at Skull Cavern. There are four encounter maps included with this title.

Cover of Dragon Wing
Dragon Wing
5th Edition
Level 10
12 pages
0

You are a Dragon Wing captain aboard the Storm Chaser, a huge levitating Skycastle fueled by powerful arcane forces and electrical energy harnessed from storms. When a hostile castle appears from behind a large cloud bank, you are tasked to lead a team to infiltrate the enemy stronghold and take it down from the inside. The forces aboard the fast-approaching threat would overwhelm the combatants and defenses of the Storm Chaser; failure is not an option. Dragon Wing is a battle focused one-shot designed for 3-5 players of roughly 10th level. With beautifully designed maps and a fully guided sequence of rooms and areas, your players will infiltrate the giant stronghold, tackle intricate puzzles and tough combat scenarios with an array of monsters.

Cover of FP7 - Blood Mace of Khan Sing
FP7 - Blood Mace of Khan Sing
AD&D
Levels 6–8
22 pages
0

When you wander the wilderness you run into the strangest things. Nestled in the middle of a few mountains in a volcanic basin is a strange temple structure. This is the final resting place of the legendary warlord Khan Sing. A hero among the plainsmen, this ruler was believed to have grabbed power with the assistance of a magic weapon known as the “Blood Mace”. Will the party’s investigation find this mysterious artifact?

Cover of UK1 Beyond The Crystal Cave
UK1 Beyond The Crystal Cave
AD&D
Levels 4–7
36 pages
0

Fleeing the rage that consumed their feuding families, Juliana and Orlando fled to the Cave of Echoes, where it is said every wish is granted. Two years have passed, and all attempts to return the lovers to their parents have failed, though some believe them lost in the enchanted garden beyond the cave. Many are the rescuers venturing into that enchanted park; a few have returned after long absences, their minds and memories curiously disturbed. Now, the handsome reward offered for the return of the lovers has tempted you, but who knows that lies beyond the Crystal Cave? TSR 9066

Cover of Tower of the Chronomancer
Tower of the Chronomancer
5th Edition
Levels 5–6
40 pages
0

The Tower. Standing on a grassy hilltop, it seems unremarkable from a distance. Two stories high, cylindrical, thatched roof. Simple and idyllic. There's even a whisper on the breeze, or maybe a thought in the back of your mind: There's nothing to see here. What brought you in the first place? Just turn around and go back. Those that venture nearer find that it's much more than meets the eye. The closer you get, the taller the tower seems to be... until standing at its base, the tower rises dozens of floors and pierces the sky. Do you have the courage to enter the unknown sanctum? What could possibly await you within? Gather your allies and find out!

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 TB5: Children of the Harvest
TB5: Children of the Harvest
5th Edition
Levels 7–8
44 pages
0

The Children of the Harvest is a stand-alone adventure set in The Blight for 4—6 7th- to 8th level characters. The Blight is a dark place. Children disappear all the time, especially those of poor. The Harvester of Cribs, one of the city's strange local gods, is blamed for many of these disappearances. Typically , these disappearances arc random, isolated instances, and in many cases, Harvester has nothing to do with it all, merely being a convenient explanation or alibi for some other nefarious activity. This time, however, 36 children have disappeared from their homes— all in a single night—and many of them were not from the houses of the poor. Not even jaded folk of City-State of Castorhage will stand for this (especially not a prominent Justice and a guild leader who have each lost a child in this rash of disappearance). Now is the time for a call to action. Now is the time for heroes.

Cover of The Void Walker
The Void Walker
5th Edition
Levels 5–6
3 pages
0

A great threat lopes toward a small city at the edge of a wasteland. One of the leviathans of the wasteland, a gigantic malevolent creature known locally as a “walker,” appears to be on a course directly through the city. The PCs are called to heroism by the city’s council, who have learned that the walker is being directed by a foul darakhul who has gained control of the creature and directs it from atop its shoulders! Scouts have discovered a portal used by the ghoul to teleport atop the walker. With a hastily scrawled map, the party must navigate the wild hills to locate the magical doorway. In this epic and deadly adventure, the party must navigate wild hills, locate a teleportation portal, and slay the Darakhul and his minions on teetering platforms built atop the shoulders of the walker.

Cover of FV8 - Phasing Abbey of Dora Sin
FV8 - Phasing Abbey of Dora Sin
5th Edition
Levels 5–7
23 pages
0

You have traveled to the westernmost point in the Duchy of Starryshade as you make your way to the borderlands. Your final stop in the duchy is a small roadside inn called the Shepherd’s Spear Inn. While stopping for a respite you hear a few tales including a mysterious abbey nearby. This structure is said to only appear for a short time every three years. Magic and wealth are said to be lost within the walls of this structure and with little else to do this might be a final hurrah for your stay in Starryshade!

Cover of Fae Hard
Fae Hard
Dungeon Crawl Classics RPG
Level 0
34 pages
0

Terrorists have seized Nakato… No, that’s not right. Unseelie faeries have seized Noc Marb…. Long enslaved in a faerie mound for past dealings with the local fey, you wake to the slaughter of your jailers. Is this your chance to escape? Will you rescue your overlords? It’s time to FAE HARD!