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Cover of WS3.5 Pirate Lords of the Dark Sargasso
WS3.5 Pirate Lords of the Dark Sargasso
AD&D
Levels 5–7
10 pages
0

The Pirates of the Dark Sargasso is a companion adventure made to go along with the events unfolding in Folio #16 (WS3 Distant Turtle City). It contains the information needed to run a side adventure that will help characters in their journey toward Distant Turtle City. After exploring the derelict wreck of the Blue Ki-Rin, the characters return to their own ship to tell a tale of dark adventure to their captain and employer. However, during the debriefing, strange sounds can be heard hon deck, and was that a scream... This adventure is formatted to both 1E & 5E gaming rules.

Cover of CCC-TRI-14 The Voice in the Night (Part Three of the Yulash Series)
CCC-TRI-14 The Voice in the Night (Part Three of the Yulash Series)
5th Edition
Levels 11–16
37 pages
0

A bizarre sea monster has been spotted near Hillsfar. Strange voices visit people in their dreams. Zealots preach about the Great Old Ones’ return. Can you find out the truth before the voice consumes everyone’s sanity? This is a Tier 3 (APL 13) Adventurers League legal adventure set in Hillsfar. This module first premiered at TotalCon 2018. Contents include: PDF of the adventure PDF of the Adventurers League certificate

Cover of DDA2 Legions of Thyatis
DDA2 Legions of Thyatis
BECMI
Levels 3–4
32 pages
0

Revolt of the Gladiators! The corrupt Thyatian senator, Helenites Osteropolus, his latest scheme smashed by the adventurers and their gladiator allies, hatches a new plot to destroy the influence of the Order of the Sands (even, perhaps, to attack the Emperor himself!) Yet greater dangers lie ahead. If his plot succeeds, it will remove the guardians that protect the city from the creatures that lurk in the caverns and catacombs below. Can the players block his gambit? Will the wheel of justice grind small, or will the greasy palm of political corruption reach out and save the senator once again? You decide, in the chaotic swirl of the Thyatian capital's politics. This module is designed especially for the DM who wants to sharpen his interactive skills. Recommended for four to six characters, levels 3-4 Includes map of a realistic catacomb complex below Thyatis City Unique role playing climax tests players' integrity and skill New information on the military Legions of Thyatis This module is a stand-alone sequel to DDA1 Arena of Thyatis. TSR 9296

Cover of In the Depths of Avarice
In the Depths of Avarice
4th Edition
Level 13
25 pages
0

The mine has been known as Tessount’s Folly for years, due to it producing nothing of value. Now Valmour, the youngest son of the mine’s late owner, has inherited the mine...and found something he should have left buried. Pgs. 56-81

Cover of Dungeon Crawl Classics #79: Frozen In Time
Dungeon Crawl Classics #79: Frozen In Time
Dungeon Crawl Classics RPG
Levels 0–1
20 pages
0

Eons-old secrets slumber beneath the forbidden Ghost Ice. Since the time of the Elders, the local tribes have shunned the crawling glacier, knowing it as taboo land that slays all who tread its frigid expanse. Now, the Ghost Ice has shattered, revealing hints at deeper mysteries entombed within its icy grasp. Strange machines and wonderful horrors stir beneath the ice… Frozen in Time is a level 1 adventure for any DCC RPG campaign. It also includes new material for judges who want to send their adventurers in a Stone Age setting!

Tales From Greyhawk
5th Edition
Levels 1–10
? pages
0

Invasion of Veluna - Level 1 Demons have invaded Veluna, laying waste to Verbobonc and small towns! Survive the siege, and track down their origins. This adventure has inspiration from The Village of Hommlet. Infiltration of Dorakka - Level 2 Rumors of Demonic Invasions have the characters traveling across the lands of Iuz, surviving in the war torn wastelands to reach the Rift and back to infiltrate the capital of the fiendish Empire. This adventure has inspiration from The City of Skulls, with a special optional twist. Scant Rebellion - Level 3 Rumors of demonic forces across the Flanaess are forcing the hand of the Scarlet Brotherhood. Aid or covertly work against the Brotherhood to eliminate or save the Free Onwall Army of Rebellion and create a temporary peace. Assassination - Level 4 The Free Onnwall Army of Rebellion has been weakened. The Scarlet Brotherhood mean to end its threat with the permanent removal of a key leader and funder of the army. Beneath the Gnarled Root - Level 3 Mad demonic cultists wandering listlessly across the Gnarley have been ranting and raving of a secret asylum hidden beneath the gnarled root. Find the dungeon, and learn what secrets it may hold. Quarry of Elemental Chaos - Level 4 The demonic forces near the Gnarley have constructed a massive quarry to tap into the elemental chaos, using its power to locate a magical artifact for a greater evil. Dive into this massive dungeon and end the insanity in an adventure inspired by the Temple of Elemental Evil. Irongate Heist - Level 3 Azure Masks have tracked an important magical relic to be in the possession of a traveling author who has just come home to Irongate to celebrate his newest book launch. During the party, enter his home and steal the artifact while forces work against you. The Bright Desert - Level 4 Rary the Traitor has partnered with the demons to gain information on the Lost Pyramid of Kesh. Within is the legendary Scorpion Crown that would hand the fiends an army of tlincalli. You must race across the desert to reach the pyramid before Rary's forces in this adventure based on Rary the Traitor and Desert of Desolation. Bastion on the Borderlands - Level 5 The bravery of the characters has seen them rewarded with a bastion in Keoland abandoned by the Knights of the Watch due to political pressure. The characters may take a moment to breath, place roots down, or bring order to the nearby chaotic caverns in this adventure inspired by Keep on the Borderlands. The Neverending War - Level 6 Transported to and trapped within the neverending war in the lost city of Rauxes, the characters are tasked with ending the curse upon the city to escape this D&D roguelike adventure. Jungles of Hepmonaland - Level 7 The mirror of gates, an artifact to easily bring groups of people across the planes, has been split. The first piece has been discovered to be deep within the Jungles of Hepmonaland in this adventure inspired by Needle. Across the North - Level 8 Rumors of artifacts in a hidden vault in the northern Flanaess have circulated for decades, but with the keys now showing up, and demons circling, this rumor could be a key to stopping this invasion in this adventure inspired by Five Shall Be One. City of the Lizardking - Level 9 The Silent Ones have maintained a close relationship with a band of Lizardfolk in the Hool Marsh. Their recent silence, following a discovery of another piece of the Mirror of Gates could only mean one thing... They need to be saved in an adventure inspired by Tomb of the Lizardking. Lair of the Kraken - Level 10 The Ladies of Crede had discovered yet another shard of the Mirror of Gates, having it transported to Oakenisle when the shipment was attacked by a kraken. Now the characters must go on a very deep sea adventure to take back what is theirs. The Demonic Rainbow Dungeon - Level 11 Unbeknownst to most, beneath the Free City of Greyhawk is a massive dungeon constructed by a variety of creatures to funnel power for Demogorgon to maintain his charade of an alliance with the Queen of Chaos. Put an end to his scheming in this adventure inspired by Castle Greyhawk. Comes Sail Away - Level 12 The characters partner with the Scarlet Brotherhood to traverse the sea of worlds and enter the City of Glass in the Elemental Plane of Water, trying to gain the Ax of Severance before the Queen of Chaos. This adventure was inspired by The Vortex of Madness and Other Planar Perils. Fly Away With Me- Level 12 Dropped into the middle of Aaqa in the attempt to stop the Queen of Chaos' plan, the characters must naviagte politics and the infinite skies to reach the Ax of Severance before the demons. Through the Fire and the Flames - Level 12 Inspired by Secrets of the Lamp, this is a political-intrigue quest, with characters forced to navigate the politics of the City of Brass, getting a new sultan in power to gain the Ax of Severance before the demons under the Queen of Chaos can seize upon the chaos they wrought. Underground - Level 12 The characters must navigate the shifting labyrinths of the Elemental Plane of Earth to pull off a heist and find the Motherlode before the demons! Portal of the Drow- Level 13 The time has come to enter the Abyss. The nearest - permanent - portal is inside the drow city of Erelhei-Cinlu and is guarded by the son of Demogorgon. As a result, only one action is reasonable: besiege the great city in this adventure inspired by Vault of the Drow. Invasion of the Abyss - Level 14 Upon finding themselves in the Abyss, the characters arrive in the uppermost layer of the Abyss, trudging through 13 layers to reach the home of the Queen of Chaos in this adventure inspired by the Demonweb Pits.

Cover of A16: Midwinter's Chill, Saatman's Empire 1 of 4
A16: Midwinter's Chill, Saatman's Empire 1 of 4
5th Edition
Level 10
? pages
0

A snowstorm ravages the Klavek Kingdom, betraying the forces of nature and blanketing the land in snow and ice, leaving the skeletons of towns in its wake. The PCs delve into the snow, only to find omens of worse things to come – a powerful white dragon is manipulating events to bring her frozen fortress into the middle of the kingdom – can the PCs stop her and her minions before she arrives to dominate the kingdom? Also included in Midwinter's Chill: A dragon egg, as well as detailed rules for how to care for, hatch, and train the dragon within! A new monster, the Murashyk, a guilt-ridden undead sure to lead the PCs to their doom. Three new magic items!  Teleportation spires , and two types of dragon-slaying medallions for your PCs to prepare for the challenges ahead! A new spell,  splice location , which allows you to shift entire buildings or even cities from one place to another! A new deity, Arnut, the goddess of winter and the north wind! Maps and Illustrations by 3x ENnie Award winning Cartographer Todd Gamble

Cover of Secret Hide-Out of Glaxorzis, that Sorcerous Creep!
Secret Hide-Out of Glaxorzis, that Sorcerous Creep!
OSR
Low Level
8 pages
0

What it says on the tin! You are after GLAXORZIS, THAT SORCEROUS CREEP, who wronged you somehow. Kidnapped your friend, stole your shiny artifact, played a stupid prank on you. Follow him underground into a complex of 21 rooms spread out over three levels. This is a barebones thingie, printable/foldable as a pocketmod. No stats. For fantasy adventure games where you die in a hole. Published by: Eldritch Fields

Cover of Jungle Treks
Jungle Treks
5th Edition
Levels 1–10
36 pages
0

Six short adventures to supplement your exploration of the jungles of Chult! These six fun adventures feature interesting challenges highlighting the dangers of the jungle. Each scenario is easy to drop into Tomb of Annihilation or any wilderness campaign. Includes the following adventures: Tavern Trouble - With a mysterious curse upon your guide, escaping lizards, and foes who have come to settle debts, your jungle trek gets interesting before you even leave the tavern! If Looks Could Kill - Crossing paths with a merchant prince's expedition can be very lucrative. The expedition members' agendas present interesting choices, as do the dangerous denizens of the swamp. Ambush from Above - Grung acrobats? With a team mascot? What is going on here? Mystic River - Traveling downriver suddenly comes alive with dangerous white water, carnivorous plants, a brontosaurus' tail... and an unusual spectator! Mudslide - It's been raining for days, and that rumble isn't a dinosaur! Run for your lives, and watch the creatures in the mud! Beautiful Plumage - Ancient ruins are now home to beautiful but dangerous singers. A batiri queen demands revenge and her tribe's totem awakens! Perfect for DMs running Tomb of Annihilation: Each adventure fully supports levels 1-10 Ready to run fun, with maps, art, and complete monster statistics Is traveling through the jungle getting dull? Drop in one of these innovative encounters providing interesting roleplay and combat experiences! Party unsure of where to head next? Each scenario provides links both to other Jungle Trek adventures and to Tomb of Annihilation plot points. Provides hours of play!

Cover of Shadows in Freeport
Shadows in Freeport
3.5 Edition
Levels 6–8
64 pages
0

The legendary city of Freeport is a seedy port town where former pirates settle down to become "businessmen" while street gangs fight over the slave trade. In the deepest warrens of this already dangerous place, mad cultists worship unspeakable gods - and sometimes these sinister deeds bubble to the surface. There's a dark shadow over Freeport today, as yet another innocent child has gone missing. The trail leads to the old Cresh Manor, boarded up but not forgotten. The city needs heroes to find these missing children. But are the heroes brave enough to conquer the dark shadows of Freeport?

Cover of APS01 Watchtower on the Hill
APS01 Watchtower on the Hill
OSR
Levels 1–3
28 pages
0

An Early-Level Adventure Game Module Suitable For The Osric Rpg System Or Any Other 1e Compatible System. A Shaft Has Been Discovered Below The Old Watchtower Outside Of Town. Worse Yet, A Boy Has Fallen Into It! Your Party Must Race Against Time To Save The Boy And Sift Through The Remains Of The Watchtower On The Hill!

Cover of The Pirates' Cove
The Pirates' Cove
5th Edition
Level 5
4 pages
1

"The Pirates' Cove" is the lair of a blasphemous cult, suitable for four or five 5th level characters. This adventure can be finished in a single session.

Cover of BMILL 01-03 Amaratha's Secret
BMILL 01-03 Amaratha's Secret
5th Edition
Levels 3–4
25 pages
0

In this climbing adventure, characters journey into the White Peaks mountains to find the source of a rare gem, which is driving the coup in Whitehorn.

Cover of Factions of Sigil - Sensation of Mirrors
Factions of Sigil - Sensation of Mirrors
5th Edition
Level 10
6 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. Rumors of a means to access the Plane of Mirrors has spurred the Society of Sensations to request the characters enter the demi-plane and record the sensations and experiences within.

Cover of Displacer Beast Maze
Displacer Beast Maze
3rd Edition
Levels 5–7
3 pages
0

Displace Beast Maze is an adventure that has one long encounter that is a combination of a puzzle (maze) and combat encounter (Displacer beast). The Displacer beast tentacle's ability to attack through the maze walls, knowledge of the layout, and hit-and-run tactics make the labyrinth both a useful and possibly deadly lair for the creature. Pgs. 27-29

Cover of SM12 The Trials of a Young Wizard
SM12 The Trials of a Young Wizard
OSR
Levels 1–2
48 pages
0

Fresh-faced and more than a little hung-over our newly graduated mage of the great Dunromin College of Magic and his friends step into the tea-room next to the Porter’s Lodge and ask for something for a headache. Within minutes they find themselves accosted by the smiling figure of Malcolm Darkstar, Bursar of the College and owner of the tea-rooms, keen to ask them a favour… This is an introductory level set of scenarios designed to take a starting-level party on their first exciting adventures; The Lost Son; The Return of the Cauldron of Millent and the Murder at the Red Barn

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 Battle for Carrion Vale
Battle for Carrion Vale
OSR
Levels 3–7
39 pages
0

This morning, the forces of Law and Chaos clashed at Castle Yennagor. The battle raged all day, but as darkness fell, a cataclysmic explosion destroyed most of the castle and leveled both armies. Now, as night claims the vale, flickers of life return. Survivors make camp, flee the field, or continue the fight. Scavengers creep over the dead. And one question remains unanswered: what happened inside the castle? This is a dark sandbox adventure. Players take the role of battlefield survivors. They can choose which side they are on (or neither), and they can choose their goal, such as to escape the field with their lives, to plunder the dead, or to reach the castle and finish the mission. ADVENTURE TYPE: Mid Level / Combat / Diplomancy / Battlefield / War / Dark Fantasy / Factions DESIGN NOTES This adventure is intended for mid-level characters around Level 6-7 Players navigate a battlefield full of competing factions and gruesome situations 30 unique encounter locations 70+ original magic items 30+ original monsters One map and multiple illustrations Estimated play time: 1-4 sessions (4-16 hours)

Rise of the Runelords
Pathfinder
Levels 1–2
400 pages
0

From the idyllically peaceful coastal town of Sandpoint to an ancient lost city at the top of the world, Rise of the Runelords takes a party of adventurers from 1st to over 15th level and delves into the mysteries of Varisia's ancient past. Millennia ago, the powerful empire of Thassilon ruled the land, dominated by despotic runelords who maintained their power through harnessing the power of rune magic. Thought gone forever, the working of Thassilon are not so far beneath the surface and one of the runelords plans a return to power. Only the brave adventurers stand in his way. ” Burnt Offerings Five years after a tragic fire and spate of brutal murders, the people of Sandpoint eagerly anticipate the Swallowtail Festival to commemorate the consecration of the town’s new temple. At the height of the ceremony, disaster strikes! In the days that follow, a sinister shadow settles over Sandpoint. Rumors of goblin armies and wrathful monsters in forgotten ruins have set the populace on edge. As Sandpoint’s newest heroes, the PCs must deal with treachery, goblins, and the rising threat of a forgotten empire whose cruel and despotic rulers might not be as dead as history records.

Cover of The Mysterious Theatre of Macabre (english)  / Das Mysteriöse Makeberitäten Theater (Deutsch)
The Mysterious Theatre of Macabre (english) / Das Mysteriöse Makeberitäten Theater (Deutsch)
5th Edition
Levels 3–5
24 pages
0

This is an adventure for one or two sessions with a group of 3-5 players from the level 3rd-5th. In this adventure you will be getting into a story full of humor and horror that will lead up to a big and marvelous theatre performance. The beloved local bard was kidnapped by a mad theatre nerd of a necromancer, which uses the bard in his grotesque production. It is on your party to save him! To run this adventure you need a Monster Manual 5e from Wizards of the Coast. Included: 3 adventure hooks to choose from Quick-start to get you right into the game A full script for the final play for you to perform 3 battlemaps with and without grid (included as JPG) Map of the town also usable as a starting town for your campaign (included as JPG) Custom monsters “Actor Skeleton”, “Broom Skeleton”, “Reginald van Fare” (Necromancer) _________________________________________ Dies ist ein Abenteuer für ein bis zwei Spielabende für eine Abenteuergruppe der 3. - 5. Stufe. Dieses Abenteuer ist eine lachhaft schaurige und furchterregend lustige Erzählung von einem Barden, welcher in einer feuchtfröhlichen Nacht von einem wahnsinnigen Dramaturg-Nekromanten in sein Theater entführt wird. Das ganze endet schließlich in einer pompösen Aufführung. Um das Abenteuer zu leiten, benötigt man ein Monsterhandbuch, vorzugsweise in englischer Fassung, da die Referenzen sich auf die englische Version beziehen. Inkludiert: 3 Abenteuereinstiege von denen man auswählen kann. Einen „Schnellstart“ um dich schnell zu Recht zu finden. Ein komplettes Drehbuch für die Aufführung. 3 Battlemaps mit und ohne Gitternetzlinien. Eine Karte für SpielleiterInnen und eine für SpielerInnen vom Dorf Höttingheim, welches auch gut als Startdorf für eine Kampagne verwendet werden kann. In Höttingheim gibt es einiges zu entdecken und NSCs kennen zu lernen. 4 eigene Monster die im Stück vorkommen. Deutsche Version hier: https://www.dmsguild.com/product/278151/Das-Mysteriose-Makaberitaten-Theater-2024-5e?view_as_pub=1