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Cover of Spawn of Sehan
Spawn of Sehan
3.5 Edition
Level 9
16 pages
0

Within an ancient necropolis a pool of alien slime grasps the minds and bodies of the people of Exag with wispy tendrils of madness. Those transformed by its power invariably seek the crypt, but what fell power draws them there? Part two of the Seeds of Sehan campaign arc. Pgs. 26-41

Cover of Dungeon Crawl Classics #77: The Croaking Fane
Dungeon Crawl Classics #77: The Croaking Fane
Dungeon Crawl Classics RPG
Level 3
20 pages
0

For as long as men remember, the Lord of Evil Amphibians carried out unspeakable rites in his squatting temples situated far from civilization. Tales of human sacrifice, squirming servants, and rich but loathsome treasures were whispered of his followers. Now, unexpectedly, his servants have seemingly vanished, leaving behind their fanes to molder in the marshes. A brave band of adventurers gathers to explore one such tabernacle, eager to discover what riches—and terrors—the Lord of Evil Amphibians has left behind…

Cover of Curse of the Shrine Goddess
Curse of the Shrine Goddess
OSR
Levels 1–3
8 pages
0

A man built a temple to a woman who died. It became a shrine for those who lost a spouse too soon. Later. Much later. A young couple came. Their tribes warred so they could only marry in death. It was poison. Which angered HER. They walk the temple ever since, cursed by a shrine spirit. She has a hatred of suicide only dead widows can know.

Cover of Shimmer of Possibilities
Shimmer of Possibilities
5th Edition
Level 3
16 pages
0

The Director of the precognitive mages puts out a call to the Guilds for assistance in investigating a new threat which would disrupt an upcoming annual celebration along the Transguild Promenade in Precinct Four and cause the deaths of many Ravnican citizens. The Adventurers must find the evidence pointing to the perpetrators and stop the oncoming riot during the celebration in 24hrs. This is a One shot adventure for a group of four, at 3rd level. It could possibly be the first of many other adventures you might run in Ravnica!

Cover of Realm of the Fellnight Queen
Realm of the Fellnight Queen
Pathfinder
Level 7
32 pages
0

Deep in the forest, something is stirring. An evil fey sorcerer, cast out of the First World millennia ago by her own kin, has found a way to break through the ancient walls of her prison, and carries with her a vengeance too deep to be sated. For the quiet Andoren town of Bellis, busy celebrating a long-awaited marriage, it's a time for joy and laughter. Yet the forest that's always sheltered it is growing dark, and things are moving in the heart of the woods...

Cover of The Lair of Sarkt
The Lair of Sarkt
3.5 Edition
7 pages
0

Sarkt is an illithid sorcerer. It was cast out of its community for its heretical studies (Sarkt was in fact, lucky to escape alive). It didn't take the cunning creature long to pick up a few thralls and find a new place to live, safe from the murderous intentions of its companions. Sarkt dwells in the subterranean ruins of an ancient shrine to Blibdoolpoolp, the crustacean-headed deity of the kuo-toas. This shrine lies on the fringe of a region controlled by kuo-toas, but since Sarkt's arrival, the fishmen avoid the area. A few unfortunate kuo-toas now serve Sarkt as thralls and maintain the illusion that the shrine serves Blibdoolpoolp. Pgs. 82-88

Cover of Bitter Feast
Bitter Feast
5th Edition
Levels 19–20
29 pages
0

Bitter Feast is a 5e-compatible adventure for 20th-level characters. It focuses on role-playing and storytelling. The heroes are invited to the hall of King Kark to celebrate the Winter Solstice and, secretly, the winter of his own life. The journey there is set on a ship in a frigid ocean where the party can fill the space with tales of their past adventures, from times when their power was not so great. Suddenly they find themselves beset by a Kraken, smashing their boat and threatening their lives before skulking back into the deep. It is in this state that they meet the first guest of King Kark, Ardur Albain and his eleven knights.

Cover of Tales from the Frozen North
Tales from the Frozen North
5th Edition
Levels 1–10
31 pages
0

Bring your chilling campaign to life with this companion supplement for Icewind Dale: Rime of the Frostmaiden! Tales from the Frozen North presents 10 handcrafted encounters between 15 to 90 minutes in length for your adventures across the frozen wasteland. They are specifically written around the themes of paranoia, isolation and secrecy, with a particular focus on exploration.

Cover of NQ18 - Mystery of Conifestatia
NQ18 - Mystery of Conifestatia
5th Edition
Levels 6–8
21 pages
0

Your fame has garnered you more attention than you can handle but a specific job opportunity is one that you cannot pass up on. Two nations have had a peaceful and lucrative trading agreement for years along with the city of Conifestatia. That has recently changed with the appearance of a Green Dragon taking up residence in the area. With your fame on the line, looks like you guys are going Dragon huntin'!

Cover of Forest in Twilight
Forest in Twilight
5th Edition
Levels 1–2
22 pages
0

Forest in Twilight is a four- to six-hour adventure for 1st-2nd level characters, designed for Dungeons & Dragons 5th Edition, with a forest wilderness theme, blights, druids, and a trek through the woods to find the origin of the blights. The level of guidance is for newer DMs but without being training wheels. Set in the Neverwinter Woods north of Phandalin, blights are leaving the woods and attacking settlers and travelers along the roads in the area. A group of druids wants to keep the people and forest safe, but one druid in particular is only concerned about the forest. The PCs will have to determine which side to back, if any, in finding out more about the blights and stopping the threat. This adventure can also be used as a standalone adventure, or slotted into the early quests in the Dragon of Icespire Peak or Lost Mine of Phandelver campaigns. Included with this adventure are: + 4 combat encounters and multiple opportunities for exploration and social encounters + Multiple NPCs with stated personality traits and goals, including roleplaying tips for the major ones + Hazards and diseases the characters encounter in the woods + Madness effects + 4 maps of important locations + Some guidance on how you might continue the story

Cover of Beyond the Vault of Souls
Beyond the Vault of Souls
3.5 Edition
Level 9
36 pages
0

Magical soul gems have been stolen from the secret vault of the goddess of death and scattered across the planes. Some want these gems to unlock the secrets of the multiverse. Others want them for personal power. Still others want them to resurrect a fallen deity. As the god of oblivion looms near, can the PCs retrieve the gems from their new owners in time to save their world? Beyond the Vault of Souls is a planar adventure for 9th-level characters, compatible with the 3.5 edition of the world’s oldest roleplaying game. Within you’ll visit the Eternal City of Axis, brave the dangers of the Abyss, and match wits with the torturer daemons of Abaddon. This adventure is set in the Outer Sphere of the Pathfinder Chronicles campaign setting, but can easily be placed in the strange planes and dimensions of any game world. It can be used on its own or enhanced with information from The Great Beyond, A Guide to the Multiverse.

Cover of The Alchemist's Alcove
The Alchemist's Alcove
5th Edition
Levels 4–6
10 pages
0

This is the laboratory of High Alchemist Sureves Epans. He led a group of alchemists in research for many years, but recently there was a bit of a mishap. He discovered his wife was cheating on him with one of his employees and while in a drunken stupor trying to create a discreet potion to deal with the two of them, he let loose an infectious plague on the lab which turned all but a lucky few in the facility into shambling husks of their former selves., fused with their own creations as their minds turned to know but one thought - rage. This dungeon has rules to modify all encounters for a group of players levels 4 through 6 and is intended for a party of four. If you have more players, feel free to adjust the difficulty up one level for each additional player or simply tune the monsters to your needs. This dungeon contains many original enemies, a unique puzzle, and an environment that is meant to bring a sense of terror and anxiety on your players. I consider this to be the Horror-themed adventure of the module so feel free to add some creepy music and extra details along the way to bring the area to life (or death).

Cover of Cry Of The Sea
Cry Of The Sea
5th Edition
Levels 1–3
7 pages
0

The town of Canticle Bay has long been dependent on ocean fishing for its economy, and as demand has grown, the town has increased its efforts to supply the inland cities with the best seafood. Recently, however, the men who go out on the boats haven’t been coming back. A newly formed group of adventurers have been sent by the guild to investigate the missing men. Where are they? Those that are still alive can be found in the watery depths amongst the Sirens sworn to protect the ocean. Faced with the truth, whose side will the party take?

Cover of The Eye of the Storm
The Eye of the Storm
5th Edition
Levels 8–12
28 pages
0

The Eye of the Storm is a tower storming adventure for parties of 3 to 7 adventurers from 8th to 12th level. It takes around 6 hours to play and is designed to fit into any campaign that needs a wizard in tower. In this adventure the party are tasked with stopping the storm obsessed wizard, Atonitus, from completing his ritual to become a living storm. Atonitus' ritual is causing dangerous elemental storms in the area surrounding his tower, causing death and destruction in nearby settlements. A pair of Cyclopes, Pameen and Mezrah, have been tricked into doing his bidding too. The siblings have been raiding passing caravans, local settlements, and travellers for all the metal they can carry. Featuring a maze of interconnected rooms, puzzles, a rather annoyed Yugoloth, and the new Ice Para-Elemental monster, this adventure is perfect if you want a dungeon crawl or something a little more social.

Cover of Treasure of Talon Pass
Treasure of Talon Pass
4th Edition
Levels 2–3
30 pages
0

In Treasure of Talon Pass, the player characters explore an ancient mountain garrison in search of a jade chalice reputed to be worth a small fortune. But the path to the jade chalice isn’t easy. A dragon and its kobold minions have taken up residence in the garrison, and some undead soldiers from long ago still haunt its halls as well. Nor are the PCs the only ones seeking the jade chalice. A band of orc mercenaries known as the Nightfists are after the chalice . . . and they arrived at the dungeon only minutes before the PCs

Cover of Teleport Gone Awry
Teleport Gone Awry
3.5 Edition
Level 10
6 pages
0

Side-Trek adventure When your PCs gain access to the teleport spell, their whole world changes. That simple spell opens up instantaneous, long-distance travel. No more long overland journeys or dangerous retreats through hostile territory. All it takes is clasped hands and a word from the wizard, and poof! The PCs are where they want to go. Except that it isn’t that simple, because teleport isn’t foolproof. The off-target teleports are a matter of scattering your PCs someplace else on the map and forcing them to get their bearings and make the long overland journey anyway. But this Side Trek focuses on the really intriguing column on the teleport chart: “similar area.”

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 Castle Dracula - a 5e Castlevania-style adventure
Castle Dracula - a 5e Castlevania-style adventure
5th Edition
Levels 3–5
122 pages
0

Dracula, the Lord of Shadow and Darkness, has covered the land in shadow and dispatched armies of monsters and undead from his magical castle. His armies threaten to overrun major cities and plunge the world into a literal Dark Age. The last of the vampire-hunting clan that traditionally opposed him has disappeared, and still the armies advance. He must be stopped. If that's not enough motivation, it is well-known that his castle is full of magical items and great riches... but also great danger. If you've ever wanted D&D and Castlevania to meet, look no further. This adventure is exactly what you wanted. Every area of the castle poses different and unique challenges to keep the party engaged and on their toes. Written for the DM as a ready-to-run adventure, it is designed for four to six characters. The adventure starts at level 3 at the outer defenses of the castle, and ends with the party advancing to level 13 after defeating Dracula in an epic battle. The adventure includes documentation to help even a new DM succed, including suggestions for how to run each of the area "boss" monsters in combat. There are approximately 50 new enemies and over 3 dozen new magical items. It also comes with a list of suggested music for many areas of the castle, and a 25-page campaign log recounting an actual tabletop play-through of this adventure from the DM's perspective.

Cover of An Urgent Rescue
An Urgent Rescue
5th Edition
Levels 2–3
11 pages
0

A family has been abducted and the village of Myrehall needs help in getting them back. This is the third adventure in a miniseries with the following adventures being: A Chance Encounter The Mystic Circle A Dark Veil Falls

Cover of Deep in the Vale
Deep in the Vale
5th Edition
Level 1
13 pages
0

The set-up is interesting in a way – the PCs are plain folks of the Vale, everyday people, and the module begins promising, with the Thor-ordained sporty trek around the vale that inevitably results in trouble. The module, obviously, tries to chronicle the step from everyday-Joe/Jane to hero and the tidbits on culture provided are intriguing. But this, as much as I’m loathe to say it, is one of the worst modules FGG has ever released. If I didn’t know any better, I wouldn’t expect Mr. Ward’s pen at work here. Let me elaborate: The premise, is unique and hasn’t been done much recently, but it suffers from this being an adventure – to properly invest the players in the setting a closer gazetteer, nomenclature, suggested roles and origins for casting talent – all of that should have been covered. They’re not. Worse, everything here is a) clichéd and b) a non-threat in the great whole of things.