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Cover of The Burning Goblins
The Burning Goblins
5th Edition
Level 1
61 pages
0

The quiet village of Greenfork is in a state of uproar, scarred twisted looking goblins raided the village during the night and kidnapped the miller’s daughter. The Mayor has put out a call for adventurers to bring the girl back safely and end the goblins threat once and for all. This adventure starts just outside the village of Greenfork and thrusts players straight into the action. This book contains a full length tabletop roleplaying fantasy adventure: Advancing players from one to three. Sixteen monsters and characters. New Games Masters advice and guides. A fantastic first adventure for new players, but more importantly this adventure was designed with first time Games Masters in mind, giving you as many tools as possible to help run the game. Published by Blue Sword Games

Cover of DDEX01-07 Drums in the Marsh
DDEX01-07 Drums in the Marsh
5th Edition
Levels 1–4
24 pages
0

For the past several nights, drums have been heard on the wind, coming from the Twilight Marsh. Each morning, more turn up missing from the nearby farms, leaving only muddy, clawed foot prints heading towards the marsh. Can you help find the lost and bring justice to the abductors?

Cover of Samurai Steel
Samurai Steel
AD&D
Levels 3–5
11 pages
0

A beautiful face hides treachery and deceit. Treachery, betrayal, and a flower of ice. Samurai Steel is an AD&D® game Oriental Adventures module. Any Oriental PC race or class is suitable, though at least one ninja or yakuze should be included. Gaijin PCs are not recommended. This adventure is compatible with the campaign setting in OA1, Swords of the Daimyo. Pgs. 37-47

Cover of The Nerastrim Manor
The Nerastrim Manor
5th Edition
Levels 1–3
14 pages
0

The Nerastrim Manor on the hill once belonged to a wealthy family with great influence in the region; that is until Nathaniel Nerastrim's wife, Helen, decided she was through with the oppression of her rich husband, made a deal with a demon, and took a butcher's cleaver to everyone in the house. In the years since the massacre, the house has remained untouched. The spirit of Helen is still trapped within the house and repels the attempts of any who would cast her out. In this horror-themed adventure, your players have but a single candle to safeguard them against Helen's persisting wrath . . . will it burn long enough for the party to explore the manor and finally send the malevolent spirit of Helen on her way?

Cover of Dragon's Delve
Dragon's Delve
AD&D
Levels 3–6
24 pages
0

Chip off the old block. The dwarves of Underduin and Thunderdelve have made some new friends … and enemies. A stronghold of dwarfs has been takin hostage and its up to the part to save them and return the stronghold to its former glory. XS2 Thunderdelve Mountain may act as a prequel. Pgs. 8-31

Cover of Unfamiliar Ground
Unfamiliar Ground
3.5 Edition
Level 3
11 pages
0

Hezzrack the imp escaped a prison of stone only by entering a prison of words. His only chance now is for a helpful group of adventurers to rescue him from certain servitude as a goblin adept's familiar. When his wizardly master's tower collapsed ages ago, the imp Hezzrack found himself trapped in the basement for a long, long time. After spending many years playing chess with himself and arranging macabre passion plays with the animated skeletons that survived the collapse, he finally found a way to escape. Unfortunately, that escape required signing a contract with a particularly unpleasant goblin adept; Hezzrack had managed to escape his prison of stone by leaping into a prison of servitude. If only a group of adventurers were to come along and take care of the goblin and release him completely! Pgs. 18-28

Cover of A4-Forest for the Trees
A4-Forest for the Trees
5th Edition
Levels 2–3
? pages
0

The loggers of the West Wood have been logging these lands for over five years without a problem. Now, an eerie entity demands that they cease their logging activities and evacuate the forest immediately. If they refuse, they will die. When the PCs arrive to help they find that things are not so black and white. The decisions which they make will have permanent and lasting implications for the entire region. Will the PCs choose to save the forest and lose the support of the village, or destroy a sacred elder tree in order to win the hearts of the loggers and their families?

Cover of Dungeon Crawl Classics #79.5: Tower of the Black Pearl
Dungeon Crawl Classics #79.5: Tower of the Black Pearl
Dungeon Crawl Classics RPG
Level 1
20 pages
0

Once every decade, the tides of the Empyrean Ocean recede far enough to reveal the highest eaves of a mysterious undersea tower. Long ago this was an eldritch fastness of Sezrekan the Elder, the most wicked wizard ever to plague the Known World, but now the tower is known simply as the final resting place of the fabled Black Pearl – an artifact rumored to bring doom upon all who dare to posses it. Tonight the moon nearly fills the sky, and the tides have already begun to recede. Adventurers have eight short hours to explore the tower before the dark waters return. The fabled Black Pearl will be theirs for the taking…if they can survive the Pearl’s curse.

Cover of The Return of Randal Morn
The Return of Randal Morn
AD&D
Levels 1–4
32 pages
0

In part one of the Randal Morn Trilogy, "The Sword of the Dales," the legendary leader of Daggerdale, Randal Morn, was captured by unknown assailants as he sought to regain the great weapon for which that adventure was named. A stalwart band of enthusiastic heroes was recruited to ride to his aid, yet all they recovered was the Sword itself and a message: "Seek me in Spiderhaunt Wood." In the second part of the trilogy, "The Secret of Spiderhaunt," those same adventurers found Randal and freed him briefly, yet he was almost as quickly torn from their grasp by an agent of the evil Zhentarim, seeking to end the threat of Randal Morn's return to power. In this final episode, the heroes must follow the kidnapper's trail and rescue Randal Morn again before the Zhentarim finish interrogating him and the axe falls upon his neck. Armed with the Sword of the Dales and aided by a powerful spirit that lives within the weapon, the heroes must march into the heart of Zhent-occupied Dagger Falls, free Randal Morn, and save the city from utter destruction. The job is dangerous - perhaps more than the heroes can handle - yet those who would live in songs and legends cannot concern themselves with living to a ripe old age! This is the final part of a trilogy of modules that began with "The Sword of the Dales" and "The Secret of Spiderhaunt." TSR 9488

Cover of Terror in Freeport
Terror in Freeport
3.5 Edition
Levels 2–5
47 pages
0

This adventure can be used as stand-alone or continuing the arc started by Death in Freeport. Terror in Freeport leads the PCs deeper into the intrigue they began to glimpse in Death in Freeport. The investigation takes them from the corridors of power to the bowels of the underworld, with terrifying insights into who really controls the city. They discover that the Brotherhood of the Yellow Sign has its claws in the town's power elite, but thanks to some clever camouflage by Sea Lord Drac. they may not find out just whom the serpents control until it's too late. As the adventure begins, the PCs are contacted once more by a very nervous Brother Egil. He tells them that while staying with Lucius one evening, he awoke to find a burglar in the roomstealing a scroll. Egil is certain that the Brotherhood have penetrated further into Freeport than anyone imagines. He wants the PCs to investigate Milos's other ties to the city and find out what's being done about the temple of the Unspeakable One. The PCs search the cultist's lodgings and discover it has been carefully gone over, and several possibly incriminating books are missing. But the burglars overlooked one thing: a Tome with a diagram of the Lighthouse of Drac sketched onto the back page, marked with the letter V. Upon leaving Milos's lodgings, the PCs come upon a gang of orcs beating up a hapless messenger. They lend a hand, only to discover they've been tricked - the messenger makes off with Milos's book! A chase through the back streets leads them to the boarded-up building the y discovered in Death What they find isn't encouraging. There is a guard posted out front, courtesy of "V"- -Verlaine. head of the Captains' Council. Meanwhile, down below, the cultists continue to have the run of the caverns-— in fact, they have been shipping their unholy relics to Verlaine's own home!

Cover of Kidnap the Archpriest
Kidnap the Archpriest
OSR
Levels 1–2
54 pages
0

The Archpriest, leader of the Church, has defied a summons to the Immortal Capital. You have been chosen to retrieve the recalcitrant pontiff. Kidnap the Archpriest is designed to be an implicit tutorial for diplomacy, stealth, theft, bluffing, and cunning. It is a system-less, setting-less heist module featuring: a city (with a map) a fortress (with interior and exterior maps) two hectic days and nights a guide to designing your own heists. glorious black and white art by Luka Rejec scheming cardinals, frantic servants, and secret plots By the author of the CoinsandScrolls blog and Tomb of the Serpent Kings.

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 Ragged Hollow Nightmare
Ragged Hollow Nightmare
5th Edition
Levels 1–3
47 pages
0

Yesterday, young Tobias went to investigate an old tomb by himself. Everyone told him it was a bad idea. Everyone was right. Today, you and your companions awaken to a town in chaos. Why is the temple sealed behind a divine shield? Why are children and worshippers trapped within? How do we get inside? What did Tobias do?! Ragged Hollow is a full-service starting town, full of classic creatures and challenges all updated and brought together for newbies and nostalgia-lovers alike. There are goblins and witches in the woods, a house full of traps, a basement of vermin, kobolds in a cave, bandits on the road, riddling ravens, a 50-room temple dungeon, nursery-rhyme monsters, living nightmares, Lovecraftian horrors, and tons of unique items to find. This is a mystery with lots of relevant side-quests around the town. The heroes can investigate the situation, get into the temple, save the innocents, and stop the monsters. And get some loot! ADVENTURE TYPE: Medium Dungeon / Town / Wilderness Adventure DESIGN NOTES This adventure is intended for characters levels 1 to 4. It includes several wilderness areas (forest, hills, mountain), a bustling town, several local mini-dungeons, and one 50-room temple dungeon. Each area contains various encounters and unique items. There are many opportunities for combat, but it is possible for players to explore most areas and complete many interactions without any combat at all, depending on their choices. INCLUDES: Story hooks, dialogue prompts, random encounters, stat blocks, original creatures and treasures, and maps. KEYWORDS: town, village, forest, goblins, goblin market, witches, hags, hills, bandits, ogres, mountain, kobolds, caves, dwarves, temple, clerics, nightmares, demons, riddles, traps, ghosts, fairy tales, Lovecraft, mutant

Cover of Life's Bazaar
Life's Bazaar
3rd Edition
Level 1
49 pages
0

The player characters investigate recent kidnappings. The trail leads to a slaver operating from Underdark passages below the city. Also available at https://adventureaweek.com/product-category/rise-of-the-drow-ce/

Cover of Return to the Temple of Elemental Evil
Return to the Temple of Elemental Evil
3rd Edition
Levels 3–4
188 pages
0

Years ago, brave heroes put the denizens of the Temple of Elemental Evil to the sword. Now, dark forces whisper again in the shadows of the once-deserted temple - forces far more insidious and dangerous than any sane person could dream. Evil has risen again to threaten the village of Hommlet. A continuation of the original AD&D Temple of Elemental Evil, made for a party of 4th-level adventurers, taking them up to 14th level.

Cover of Wreck Ashore
Wreck Ashore
3.5 Edition
Level 1
11 pages
0

Though small, Seawell is a prosperous trading town with a good location on the coast. Next to it is a long peninsula that features mostly swamplike terrain. The inhabitants of this peninsula include tribes of lizardfolk, plus several kinds of reptiles and amphibians. Most of these creatures don't bother the town, and Seawell's militia is experienced at repulsing raids by the more aggressive lizardfolk. A large reef extends the entire length of the peninsula on the side away from Seawell. This great wall of coral is a favorite site for fishermen, but it has always presented a serious hazard to ships approaching from that direction. Thus, about 45 years ago, the people of Seawell built a lighthouse on a small promontory near the reef, about 200 yards from the shoreline. Operated by a family that lived inside it, this lighthouse ensured that ships could easily steer clear of the reef. A few weeks ago, ships stopped arriving from that direction. Three ships are now overdue, and the people of Seawell have begun to suspect foul play. Thus far, however, they have not been able to investigate because of increased raiding by the lizardfolk. Something has stirred them up, and the town militia has been too busy repulsing raids to mount an expedition to the reef. Wreck Ashore is a short D&D adventure for four 1st level player characters (PCs). The scenario takes place on and around a swampy peninsula that juts out from a longer stretch of coastline. Along one side of this peninsula stretches a dangerous reef. Just offshore on the reef side stands a lighthouse built to warn ships of the danger. At the base of the peninsula on the side away from the reef is a small port town called Seawell.

Cover of Dungeon Crawl Classics #11: The Dragonfiend Pact
Dungeon Crawl Classics #11: The Dragonfiend Pact
3rd Edition
Level 2
16 pages
0

The small town of Welwyn has been beset by a string of robberies. The heroes are led to the natural cave system located at the bottom of the town well, which they must explore to find the burglars. But once they’re in the cave system, things get much more difficult! The “burglars” turn out to be mere pawns in a much darker game. To get to the source of the crimes, the heroes must shrink themselves with potions of improved reduce person and explore a series of dangerous rat warrens where their prey is larger than they are!

Cover of Pathfinder Society Quest #3: Grehunde's Gorget
Pathfinder Society Quest #3: Grehunde's Gorget
Pathfinder 2e
Levels 1–4
12 pages
0

Venture-Captain Bjersig Torrsen calls the PCs north to the town of Iceferry in the frigid Land of the Linnorm Kings. There, Bjersig informs the Pathfinders that he has a request from the family of a storied and long-dead Linnorm King. The family's patriarch, the warrior Hlavard Grenskuldr, appears to have perished in a shipwreck while wearing the family's heirloom, the gorget of the Linnorm King Grehunde the Sunchaser. For one hundred generations the family has passed this heirloom down from parent to child, until Hlavard sought to wear it on a journey to Valenhall as Grehunde herself had intended to do before perishing with the task unfinished. Unwilling to leave the relic to rust away in a watery grave, Hlavard's family has requested the Pathfinder Society's assistance in locating the shipwreck and retrieving the family treasure.

Cover of FD8 - Mask of Vexicon
FD8 - Mask of Vexicon
AD&D
Levels 3–6
20 pages
0

After checking local pawn shops and the library you have discovered information on an old Adurite noblewoman who possessed a magical mask. The woman had suffered a facial injury and commissioned a magical face shield to hide her wound. Having never heard of the item you believe it is probably in the ruins near Ugus Horrus where she lived. With no other leads at the moment you gear up and decide to embark on the search for this item!

Cover of A Gnome's Affair
A Gnome's Affair
3.5 Edition
Levels 1–6
19 pages
0

As an aspiring hero of Highfolk and the Flanaess, you are asked to come to a feast of small proportions to celebrate your deeds. A home-cooked meal, a warm cozy fire, a hearty tale from an old gnome, a journey deep in the Vesve again, where n one can hear you scream. This is an RPGA competition scenario. Four hours is allocated for its completion.