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Cover of The Grandmother Tree
The Grandmother Tree
5th Edition
Levels 2–3
15 pages
0

Cookie swarms? Bubble traps? A three-story tree house? The Grandmother Tree is a whimsical adventure about friendship aimed at elementary kids (and kids at heart) who love the problem-solving and adventuring part of playing Dungeons & Dragons and enjoy resolving encounters with less combat. Share your joy of Dungeons & Dragons with the whole family! This two-hour one-shot is suited for characters level 2-3, and includes the following features: -New ‘monster’ and trap that appeal to kids -Full-color maps -Detailed flowchart of the whole adventure to streamline your prep -Can be dropped into any existing campaign or run on its own -Fully playtested by kids -Printer-friendly version of the adventure and maps -Kid-friendly artwork -Interactive mini games your whole table will enjoy -Tips on playing TTRPGs with kids, graciously donated by Anne Gregersen from her best-selling guide, Little Heroes -A portion of the proceeds benefits Extra Life, helping fund children’s hospitals

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 The Death Knight's Squire
The Death Knight's Squire
5th Edition
Level 2
100 pages
0

A5e Solo Gamebooks quest for 1 Level 2 PC, this adventure sees the brave adventurer enter Weathercote Wood in search of a noble's son. The local legends around this wood are full of terror... Dare you enter? This is written like the classic 80s gamebooks Lone Wolf and Fighting Fantasy... no DM required! Part of a series, the PC can then continue to Tyrant of Zhentil Keep, and Citadel of the Raven beyond that.

Cover of DDAL05-14 Reeducation
DDAL05-14 Reeducation
5th Edition
Levels 11–16
32 pages
0

HSING bears foul news: SEER has been captured. While exploring the ruins of Ulcaster in search of knowledge pertaining to runes (or perhaps even how to create them), they were separated and now the pseudodragon fears the worst. Without SEER's guidance, the efforts of the assembled factions in these recent events may all be for naught.

Cover of Fear the Night
Fear the Night
4th Edition
Level 10
6 pages
0

A nest of vampires has claimed a dark forest and the surrounding human towns as its domain. Some of the local residents revere the vampires and serve as daylight guardians and spies. However, most of the townsfolk live in a state of dread. Those townsfolk have finally scavenged enough valuables to hire a band of adventurers to destroy the nest. Pgs. 66-71

Cover of The Temple of Pure Lightning
The Temple of Pure Lightning
5th Edition
Levels 7–9
9 pages
0

While lightning may strike anywhere, there is but a single Temple of Pure Lightning. This temple could be located just about anywhere – out in the middle of an expansive dungeon or even hidden beneath the streets of a bustling city. Regardless, this temple is not for the faint of heart. Within these walls are floors charged with lightning, ancient powerful weaponry, a vast series of winding powered minecarts, and rooms that are filled with eternal storm clouds. Just as dangerous are the aetherspawn that have been drawn to this place of great power and now see it as a home that will not be taken from them by the likes of a few mere adventurers.

Cover of Madness at Gardmore Abbey
Madness at Gardmore Abbey
4th Edition
Levels 6–8
128 pages
0

This deluxe adventure takes heroes into the ruins of Gardmore Abbey, a monastery that was once the base of a militant order of paladins devoted to Bahamut. According to legend, the paladins brought a dark artifact back from a far crusade and stored it in their abbey for safekeeping, and evil forces gathered to assault the abbey and take it back. What the legends don’t tell is that this artifact was actually the Deck of Many Things, a force of pure Chaos. This adventure brings characters into the extensive dungeons beneath the ruins - dungeons that are warped and twisted with the raw forces of Chaos surrounding the cards of the deck.

Cover of Lamordia: The Hardest of Hearts
Lamordia: The Hardest of Hearts
5th Edition
Levels 5–6
42 pages
0

The Hardest of Hearts is a gothic horror adventure for 4-5 characters of 5-6th level. It can be played over the course of 6-8 hours and should roughly take one playing session if the party is quick, or two if the party is progressing slowly. This is the first part of the Carnival of Lost Souls campaign. It can also be played as a standalone adventure. The Hardest of Hearts features: - Exciting journey through the cold wilderness of Lamordia, which features a special travel system and survival rules - Exploration of the old mansion which has been taken over by the vicious local gang - the Corpse Collectors - Several custom diseases to challenge your players - Moral dilemma at the end of the adventure which the characters will have to solve - New custom monsters to make combat encounters truly memorable and exciting - High-quality maps, also available in universal vtt format Look out for the next adventures in the Carnival of Lost Souls series: Dementlieu: Dance with the Devil, Kalakeri: The Forbidden Temple and Valachan: Hunter’s Moon! They will be released over the course of the next two months. Once all four adventures are out, we will also release a special Campaign Guide, which will explain in detail how to best set up and play the campaign. However, if you want to start your campaign right now, don’t worry - we have included a short appendix at the end of each adventure which will explain the basics!

Cover of The King's Evil
The King's Evil
5th Edition
Levels 2–4
17 pages
0

Delbert's friend Thordyn has been wrongfully arrested and placed in quarantine inside the Lazar's Walls, where all those who have contracted King's Evil are banished to. It is your missing to infiltrate the settlement, and free Thordyn. The task will not be simple, as a crime syndicate rules the Lazar's Walls with an iron fist.

Cover of The Shrine of Marthammor Duin
The Shrine of Marthammor Duin
5th Edition
Levels 5–7
7 pages
0

(From DM's Guild) The Shrine of Marthammor Duin is a short excursion meant to supplement an ongoing Princes of the Apocalypse campaign. At it's core however, this is a traveller shrine that could be devoted to a deity in your homebrew games or any of the other god's of travel in the Dungeons and Dragons pantheons. It includes one new monster, two new items, a shrine map, and a printable player handout for your adventure. This short series of encounters was created to help Tyar-Besil feel more like a real place that was integrated into the surrounding lands and not just a dungeon filled with mad cultists. It also provides a nice opportunity for you to deliver some of the campaign’s back story to your players in an organic way. It will be particularly fun to run with groups that have a dwarf in them who can translate the native dwarven text in the shrine for the rest of the party and connect with the kingdom of Besilmer.

Cover of K1: Night at Fausen's Manor
K1: Night at Fausen's Manor
Pathfinder
Level 3
22 pages
0

Up here in the mountains, the sun sets fast. The path has narrowed yet again as it diverts into this small slot valley. A gentle stream parallels the path; it’s pretty, but the smell of rotting vegetation dissuades from lingering long. In the lengthening shadows, birdsong seems oddly muted. As the forest clears a bit up ahead, a small manor upon a little pond comes into view. The birds have gone completely still. K1: Night at Fausen’s Manor is an investigative adventure designed for player characters around 3rd level. The players have been invited by the reclusive Lord Fausen to dine with him and discuss a job; Fausen is troubled by odd bumps and sounds in the night, something has been interfering with his mail, and recently his butler, Grimly, has disappeared. The players investigate during a night at the manor, where dark secrets lurk around every corner. Published by Coldlight Press

Cover of Caverns of Demise
Caverns of Demise
4th Edition
Level 17
6 pages
0

The Bloody Maul of Kord is a magic weapon protected by the priests of Kord, who occasionally allow a noteworthy hero to use it when going on a dangerous quest worthy of the storm deity’s blessing. Six months ago, Atrimos of Ardor took the Bloody Maul for a quest to the Caverns of Demise, hoping to end attacks to the realm being launched from the caverns. He never returned. Now, the clerics of Kord hire the PCs to go into the caverns to retrieve the Bloody Maul of Kord—and to find Atrimos, if possible. Pgs. 108-113

Cover of Ghost Farm
Ghost Farm
5th Edition
Levels 5–7
12 pages
0

Have you ever considered how hard it would be to fight a tractor with a sword or greataxe? Your players deserve to find out! This adventure traps the player characters in a small pocket plane set up by nefarious forces. They must explore a small modern farm and deal with its hazards to end the curse placed on the farmer. There are, of course, a few complications to deal with, like animated farm equipment trying to kill them, and the innumerable horde of ghoulish chickens penned up in one of the chicken houses... The adventure is balanced for the way 5e is structured, meaning Long Resting is very risky, so they will have to conserve resources, and was designed and tested for 4 Level 6 players. It should take 3-6 hours to complete. It includes map images scaled for Roll20 and Fantasygrounds.

Cover of The House under the Moondial
The House under the Moondial
OSR
Levels 3–4
100 pages
0

There is a witch in the wilds, a goddess unremembered, and a madman. There is a circle of stone - who knows what lies beneath? The villagers are distraught: their children! replaced by fae! The villagers are distraught: who heeded their plea? Ravenous inquisitors, that's who. Oh, and adventurers... This investigative folkcrawl adventure module contains: * an isolated village full of secrets, riddled with strange traditions, * adventure sites and dungeons populated by peculiar denizens, * a small Fae Realm to explore, weird and perilous, * a terrible fae threat and too many curses, * unlikely friends, and foes nobody expects! An OSR adventure module for character levels 3-4, designed for use with the Old-School Essentials ruleset, compatible with most old-school pen-and-paper RPGs. Includes a fully-linked interactive PDF, a fillable Referee's Toolkit, and player-friendly VTT maps.

Cover of Ooze Tomb of the Oathbreaker
Ooze Tomb of the Oathbreaker
5th Edition
Levels 3–4
4 pages
0

A small band of centaurs have seen their water source fouled by unknown magic. When word of their plight reaches the party, they embark on a day's travel to the centaur camp. Along the way, they encounter injured wildlife and panicked bugbears. Terrifying storms beset the region, raining down acid and oozes. Agreeing to investigate the small corrupted lake, the adventurers discover a long buried evil has awakened—bringing with it oozing undead. The party must navigate the wilds, face the ooze storms, and confront a reanimated warrior who betrayed her god.

Hall of the Snake God
4th Edition
Levels 10–12
6 pages
0

A short 2-combat side trek: After confronting an ettin and its pet owlbear, the PCs descend into an ancient ruin holding a portal to another plane, protected by a naga, an eidilon and a sea of serpents.

Cover of A Conspiracy Of Doors
A Conspiracy Of Doors
4th Edition
Level 11
13 pages
0

A Conspiracy of Doors is a Dungeons & Dragons adventure for five player characters of 11th level. It can serve as an introduction to Sigil, the City of Doors, as well as a group of adventurers' first taste of action at the paragon tier.

Cover of West Marches Company: A Grim Promise
West Marches Company: A Grim Promise
5th Edition
Level 3
70 pages
0

The lands that lie west, across the great sea, are uncharted. The West March Company has spent a fortune on an expedition to loot and tame it. You are part of that expedition. You are the desperate, the outcast, the destitute. This new world is weird and dangerous. Rumours abound of a city of tombs. A cursed dwarven fortress in the mountain. Mist-covered swamps that howl in the night. Pass that treasure map around the table. Drink deeply from your cups and imagine what awaits in the wilderness: gold, glory, death. Inside West Marches Company: A Grim Promise you'll find: Twelve new monsters to surprise and terrify your players. A cult of worms, a city of tombs, centaur khans and a twenty-page dwarven fortress dungeon crawl with over forty rooms. Loaded with art, evocative descriptions, weird NPC's and 2 new magic items. High resolution maps of both dungeons: Kazad Mor The Cursed Dwarfhome and Tunnels Beneath Fort Bramble This module can be run as a standalone adventure or as a west marches style game.

Cover of Tessa's Gambit : A Thieves Guild's Civil War
Tessa's Gambit : A Thieves Guild's Civil War
5th Edition
Level 3
24 pages
0

Mystery, intrigue, infiltration. The inner politics of an active thieves Guild. The Thieves Guild Fence, Tessa, knows the head of her Guild is trying to kill her. But there is more at stake than their lives, the very soul of the Guild is in peril. Tessa turns to a party of adventurers to find evidence of the Guild Master's betrayal, uncover his shadowy benefactor, and support her in an All-Masks meeting to determine the fate of the Misbegot Thieves. As well as an adventure, this book can also be used to give you the framework of a Thieves Guild in an agnostic setting and offer quest seeds for follow up quests working to get the Misbegot Thieves Guild back on track. Sharpen your knives and prepare for war.

Cover of CCC-KUMORI-01-01 Wreckers
CCC-KUMORI-01-01 Wreckers
5th Edition
Levels 1–4
21 pages
0

Cargo ships are being dashed against the rocks west of Hulburg, lured off course by a mysterious light. Is this the work of ordinary thieves, or are more nefarious forces at work? Wreckers is a stand-alone adventure that premiered at Kumoricon in Portland, Oregon in October of 2017. Includes: Adventure .pdf in English and Spanish Magic Item Certificate .pdf All maps as high-res .jpg