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Cover of The Silence of Evil
The Silence of Evil
4th Edition
Level 29
6 pages
0

Centuries ago, a green dragon terrorized the civilized lands near its lair. As the beast grew in power, countless cult followers gathered. With the help of its worshipers, the dragon transformed into a runescribed dracolich. The dragon and its cult grew larger and more powerful over the centuries. This, of course, led to war with the surrounding nations. After terrible battles and much loss, the cultists were slaughtered and the dragon destroyed, but its phylactery could not be found. The beast reformed, gathered cultists anew, and again was defeated. The phylactery still could not be found. This time, the powers of civilization decided not to destroy the beast, but to trap it, locking it away and setting various guards. Recently, a divination ritual performed by someone the PCs respect revealed that great peril will arise if a creature lairing in Mount Sorrowspire (the dracolich) is not destroyed. Pgs. 180-185

Cover of Barnacus: City in Peril
Barnacus: City in Peril
AD&D
Levels 1–5
12 pages
0

In the kingdom of Keystone, at the mouth of the Manyforks River, stands the port city of Barnacus. It was founded two hundred years ago, and its strategic military and commercial location has made it the second most important city in the kingdom. The city is under the rulership of Haermond II, Duke of the province of Elcadan, a half-elf of high esteem who has been in charge for more than a century. His outstanding commercial politics have made the city very prosperous; almost every trade company in this part of the continent has a counting house in the port of Barnacus. Because of this prosperity, the city has suffered many pirate raids, and thieving activity is a fact of life for residents and visitors alike.

Cover of Lords of Oblivion
Lords of Oblivion
3.5 Edition
Level 13
32 pages
0

The Shackled City Adventure Path enters the home stretch as the forces of evil take direct action against the heroes of the Cauldron. Dangerous secrets are revealed, important NPCs bit the dust, and your heroes will never know who to trust again! This adventure is seventh part of the Shackled City Adventure Path that began with "Life's Bazaar" (Dungeon #97). Pgs. 36-67

Cover of Factions of Sigil - Circle Crypts of Sigil
Factions of Sigil - Circle Crypts of Sigil
5th Edition
Level 10
7 pages
0

We get it. Factions are an integral part of D&D, but it's not always clear how to use them in your campaigns. Luckily, Factions of Sigil has you covered for each of the twelve main factions found across Sigil and the Outlands! This supplement goes over the various rules and lore around the primary factions found in Sigil and the Outlands, making it easy for any new or veteran DMs to integrate the factions more into the core stories being told, and making them feel more useful for the players that choose to join. In this adventure, the Heralds of Dust in Sigil ask the characters to investigate and end the disappearances in secret crypts under Sigil.

Cover of The Question of the Sphinx
The Question of the Sphinx
5th Edition
Levels 6–8
30 pages
0

Match wits and mettle with a sphinx in this new adventure for the world’s greatest roleplaying game. A wild forest edging closer to chaos, a small village threatened by something strange, and a quest to discover the truth from a legend known for her riddles. Locals speak of a mountaintop reliquary filled with powerful artifacts — artifacts which could make all the difference in the climactic battle for the fate of the village. You might even meet a baby sphinx cub along the way. The Question of the Sphinx is a 10 to 12 hour adventure for 6th through 8th level characters. This adventure easily fits within the Forgotten Realms, Theros, or other 5e settings. Solve any of the 20 original riddles Choose from 14 unique magic items Learn a never-before-known spell Brave any of the 6 random monster scenarios, set in 6 random dynamic locations Contend with 3 new monster variations

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 The City Warehouse
The City Warehouse
5th Edition
Levels 1–4
20 pages
0

A short starting adventure that takes place in an urban location. Ideal for 3-4 characters starting at Level 1 Your first day on the job and your brand new adventuring party step into a mystery to be solved. This adventure is ideal for for 3-4 level 1 characters. Playable as a one shot or the start of a larger campaign. The characters are sent to pick up gear only to find it has been stolen. This urban adventure set in Waterdeep but easily adaptable to other urban settings. The adventure comes complete with the following: Full PDF adventure file. - 7 Parchment style DM and Player maps ready for VTT use. - 7 Printer friendly DM and Player maps ready for VTT well as printer friendly DM and Player maps that are VTT ready. - 1” diameter tokens ready to be cut out for use in person as well as files for use in a VTT

Cover of Dungeon Crawl Classics #94: Neon Knights
Dungeon Crawl Classics #94: Neon Knights
Dungeon Crawl Classics RPG
Level 3
20 pages
0

Ten thousand flawless killers surround the city. Utterly silent in battle and in death, they seem unconquerable. They mean to choke the life out of the age-old city and leave it an empty ruin. The city calls upon its heroes to defeat this unnatural menace. The heroes gather to ponder the question: how do you defeat an impregnable foe? And then a wizard from a far-off world whisks the heroes away to fight battle of a very different sort, leaving them with a strange neon pink glow around their eyes… Note: This adventure can be used setting neutral or as a means to enter the "Purple Planet" DCC setting.

Cover of King of the Cats
King of the Cats
5th Edition
Levels 1–2
13 pages
0

A whimsical, urban romp inspired by the works of HP Lovecraft, Neil Gaiman and TS Eliot. Meet a host of strange and new characters such as the Worg Lord and the Wayside Oracle, while exploring Neverwinter's famous Clockwork Carnival and the notorious Sideshow Alley.

Cover of Shadowdale: The Scouring of the Land
Shadowdale: The Scouring of the Land
3.5 Edition
Levels 9–13
159 pages
0

Zhentish soldiers, Maerimydran drow, and Sharran cultists have forged a dark alliance to subjugate the peaceful land of Shadowdale. Elminster's tower lies in ruins, Lord Amcathra governs at the sufferance of the dale's conquerors, and the very Weave of magic in this embattled land seems to fray with each passing day. The Zhentish yoke lies heavy over Shadowdale—but the Dalesfolk are ready to fight for their freedom, if only they can find true heroes to lead the way!

Cover of DQ1.5 A Place and Time for Death
DQ1.5 A Place and Time for Death
AD&D
Levels 1–3
8 pages
0

A Place and Time for Death is a companion adventure made to go along with the events unfolding in Folio Digital Quarterly #1, (GK1 The Adventure Begins). Far out in the uncharted territories, the Enlightened still cling to life, but the ever encroaching presence of the xenophobic Samaya threatens the last of their hidden enclaves. Now, a bounty hunter has been dispatched to deal with the supposed Enlightened sympathizers in the border town of Hogan's Hooch, but there is more to the story than meets the eye. Unbeknownst to the citizens of the town and old relic of the Final War is the price the bounty hunter seeks. Can the party find a way to thwart the bounty hunter and deal with the relic before it falls into the hands of Samaya willing to use it to sway the balance of power in the world? This adventure is formatted to both 1E & 5E gaming rules.

Cover of Escape from Meenlock Prison
Escape from Meenlock Prison
3.5 Edition
Level 1
12 pages
0

What was supposed to be a simple prisoner transfer grows complicated when the PCs arrive at a prison that’s recently come under new management.

Cover of Cairn of the Centaur Conqueror
Cairn of the Centaur Conqueror
5th Edition
Levels 3–6
31 pages
0

A tenday ago, the human settlers of Olostin’s Hold started hearing strange noises coming from the distant White Stag Hills. Noises of battle. Incessant sounds of thundering hooves, clashing steel, flying arrows, and screams of agony heard from miles away. Could those be the awakened spirits of the past? And if so, what could be done to lay them to rest? The answers are found in Cairn of the Centaur Conqueror, a Feywild dungeon that only appears once every 777 years...

Cover of OA6 Ronin Challenge
OA6 Ronin Challenge
AD&D
Levels 5–8
96 pages
0

It begins as a simple martial arts tournament. Sure, your skills are tested and you might even win a trophy - or learn a lesson or two. But it's still just a tournament.... Until someone starts playing for keeps. When a traitor to the empire is revealed, His Excellency calls loyal and heroic citizens to follow the trail of deception. The scale of the treachery is grand - it seems that an entire army has turned its back on its rightful liege! The trail leads through trackless (or seemingly trackless) mountains, into peaceful (or seemingly peaceful) valleys. The emperor has promised great rewards to heroes who can solve his mystery, but as the journey progresses the heroes find their own reasons for continuing. As a sinister suspicion grow in the minds, the adventure reaches its climax in the ruins of an ancient civilization. Finally, our heroes are faced with an ultimate choice - between success and failure, loyalty and betrayal, even good and evil. On their choice rests the future of nations. TSR 9257

Cover of The Gribbits Detective Agency Part II
The Gribbits Detective Agency Part II
5th Edition
Level 2
16 pages
0

Mykon Drift, genius inventor and entrepreneur, has disappeared on the eve of his greatest ever product launch, and nobody seems to know why or where he’s gone. Certain jaded onlookers might think this is for the best, for Drift is a disrupter in the truest sense, and the technomantic marvels he creates often wreak havoc on the guilds and economies of the Sword Coast. But titans of industry like Mykon Drift don’t just disappear for no reason, and his most loyal apprentice is willing to pay to find him. Unfortunately, that apprentice isn’t willing to pay very well, so what they get is the Grib-bits Detective Agency. "The Gribbits Detective Agency Part II" is a Dungeons & Dragons adventure for four 2nd-level characters. It is designed to follow on from "The Gribbits Detective Agency", and should be played in a single sitting.

Cover of Dark Sun: Fury of the Wastewalker
Dark Sun: Fury of the Wastewalker
4th Edition
Level 1
82 pages
0

On a trade road to the city-state of Tyr, a caravan is assaulted by a deadly obsidian shardstorm, forcing the survivors to band together and navigate the wastes to safety. But the force of nature that destroyed the caravan is under the malevolent control of the being known as the Wastewalker, who will stop at nothing to see the end of those that escaped his initial wrath. Can the heroes reach the Ringing Mountains before it’s too late?

Cover of Searing Skies
Searing Skies
5th Edition
Levels 5–7
60 pages
0

Draconic adventures in the scorching sands! In the desert, the Wyverns gather and move in prides. Their power is fearsome alone, but together almost unstoppable. Their eggs are valuable and sought after by thrill seekers, culinary connoisseurs, and purveyors of exotic pets and mounts. Two large groups—big game hunters looking for trophies and native desert nomads whose culture practices conservation of the Wyverns—are set to clash at a Wyvern Nest. A Sorceress wishes to stop all exploitation of the bestial dragons. These three groups require adventurers to succeed. But who will the adventurers side with? And what of the ruthless mercenary group The Furious Few? This Tales of the Valiant Compatible Adventure Module Toolkit Provides: • one regional map and four location maps to adventure in • Desert Wyvern Ecology and statblocks for various stages of development • Details of the three major factions vying for control of the eggs • A ruthless party of rivals for your players' characters • Over 60 NPC bios to help populate the desert and craft your tale. • Desert Environment rules and hazards

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 Return to Fel'Valashar
Return to Fel'Valashar
OSR
Levels 4–5
16 pages
0

Written in celebration of Swords and Wizardry Appreciation Day 2017, Return to Fel’Valashar picks up where Dungeons of Fel’Valashar left off. In this book is a collection of mini dungeon adventures with a small region called Fel’Valashar that they take place within. Each of these adventures is written in such a way that they don’t have any ties to each other or to Fel’Valashar. This means you can easily drop them into your own world with no fuss. Includes: Details of the south-western region of Fel’Valashar. Four mini dungeon adventures. New monsters. New magic items.

Cover of Quite the Pickle - A Saltmarsh Adventure
Quite the Pickle - A Saltmarsh Adventure
5th Edition
Levels 5–10
54 pages
0

Be Ready with the Snapping Line... Just about every community, big or small, civilized or seedy, has at least one popular tavern. Folks may go there to relax or to look for work, to celebrate or to mope, to learn the latest or to forget. And while some may be willing to travel far from the comfort of their favorite watering hole in search of adventure, in the seaside town of Saltmarsh, they may not have to. At the Snapping Line Inn and Tavern: * Enjoy food, drink, gossip, a darts competition, and maybe a rousing bar fight. * Participate in a gambling night. Watch out for pirates! * Stop a dark ritual to save an innocent—and yourselves. * Come to the rescue when there’s an accident by the pier—and the predators arrive. Four linked encounters around a pier-side tavern for characters of levels 5-10. Playable individually, scattered throughout another campaign, or together as a four-to-six-hour adventure.