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Cover of V2 The Dwarven Glory
V2 The Dwarven Glory
OSR
Levels 1–3
34 pages
0  0

Precis Intermedia brings back this follow-up to the first known commercially-published adventure (Palace of the Vampire Queen) for the original Roleplaying Game (First Edition/OD&D/0E). Originally released in 1977 by Wee Warriors, The Dwarven Glory provides 8* map sections that can be arranged as desired and containing pre-factored creatures and treasures (in other words, this is essentially a geomorphic stocked dungeon). While hit points are provided for the creatures, the First Edition RPG or an OSR equivalent (B/X recommended) is required for actual rules and their descriptions. At one time, the community of Dwarven Glory was a thriving and wealthy one. The community became easy prey for Mortoc and his Ten Orc Tribes. Although the Orcs conquered Dwarven Glory, they could not completely destroy it. There were parts of the caverns they did not even penetrate. Now the caverns echo in the misty gloom, offering refuge to the forgotten and promise to the adventurer. This piece of gaming history is a must for collectors and old school gamers. With the original on the extremely rare list, this classic reprint of The Dwarven Glory has been remastered for a clean print, and is readily available at a low cost. * The original printing included only 7 map sections, designated Sections B through H. The mythical Section A has been added as a bonus. Wee Warriors and The Dwarven Glory are trademarks of Precis Intermedia. All rights reserved.

Cover of Stranger Things: The Hunt for Thessalhydra
Stranger Things: The Hunt for Thessalhydra
5th Edition
Levels 3–4
? pages
0  0

Based on the popular Stranger Things Netflix show, this starter set adventure is designed for new players and features pre-generated characters and a simplified DnD 5e rule set.

Cover of Kidnap the Archpriest
Kidnap the Archpriest
OSR
Levels 1–2
54 pages
0  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 Thay Land of the Red Wizards
Thay Land of the Red Wizards
5th Edition
108 pages
0  0

Known to the wider Forgotten Realms® as a sinister land of Red Wizards, slavers, and marching undead armies, Thay is the distant—or uncomfortably close—menace that “may become our doom if Szass Tam turns his attention in our direction.” And Thay is that, but it is also so much more. A truly magical land (thanks to a secret that even the goddess Mystra helps to keep) of rich culture, a rising middle class, ambitious nobles and Red Wizards who fear Szass Tam more than they hate him, but may soon be forced to defy him, and wealth beyond the imaginings of even wealthy and proud realms elsewhere. This tome is your guide to the Thay of right now, a valuable resource for Dungeon Masters and players alike. It sets forth the people and places of the Land of Red Wizards, what life is like, and seeds, hints, and secrets sufficient to spur adventures for years of enjoyment at your gaming tab.

Cover of DSM2 Merchant House of Amketch
DSM2 Merchant House of Amketch
AD&D
Level 6
112 pages
0  0

In the city of Balic, an insidious new threat to the Tyr region has arisen in the shape of a humble beetle. Magically altered to deliver a psionic malady via their bite, the beetles have been used by templars, slavers, raiders, and worse to neutralize the psionic abilities of their captives and render them docile. In desperation, the Veiled Alliance has called upon your characters to track down the source of the sinister beetles and put and end to them. There's only one problem - the most powerful merchant house of the Tyr region is growing even wealthier from the parasitic trade! The Merchant House of Amketch puts players at the reins of an emerging trading company, confronted by dozens of adversaries and obstacles. The House of Amketch is a budding merchant family, building its reputation and assets in the free city of Tyr. But many forces stand between it and vast wealth, from opposing houses to King Tithian himself. Join company with those who serve the House of Amketch in this flip-book adventure module. TSR 2421

Cover of 𝐒𝐰𝐨𝐫𝐝 𝐂𝐨𝐚𝐬𝐭 𝐒𝐢𝐝𝐞 𝐐𝐮𝐞𝐬𝐭𝐬 𝐕𝐨𝐥𝐮𝐦𝐞 𝟐: The Laboratory of Raoul Footpad
𝐒𝐰𝐨𝐫𝐝 𝐂𝐨𝐚𝐬𝐭 𝐒𝐢𝐝𝐞 𝐐𝐮𝐞𝐬𝐭𝐬 𝐕𝐨𝐥𝐮𝐦𝐞 𝟐: The Laboratory of Raoul Footpad
5th Edition
Level 3
13 pages
0  0

In the hills near the Sword Coast is an old, abandoned temple to the goddess Mystra. A young halfling wizard named Raoul Footpad finds the abandoned temple and converts it into a laboratory. One day, Raoul returns home to the village of Prairiedale, only to find his parents gravely ill. With few options for their recovery, Raoul becomes obsessed with creating a magic spell to cure them. He and his assistant work feverishly to find the right magic, but instead they release calamity upon this portion of the world. Raoul is transformed into a hideous monster, and undead now inhabit the laboratory. 𝐍𝐞𝐞𝐝 𝐭𝐨 𝐠𝐞𝐭 𝐲𝐨𝐮𝐫 𝐩𝐥𝐚𝐲𝐞𝐫 𝐜𝐡𝐚𝐫𝐚𝐜𝐭𝐞𝐫𝐬 𝐭𝐨 𝐚 𝐡𝐢𝐠𝐡𝐞𝐫 𝐥𝐞𝐯𝐞𝐥 𝐛𝐞𝐟𝐨𝐫𝐞 𝐛𝐞𝐠𝐢𝐧𝐧𝐢𝐧𝐠 𝐲𝐨𝐮𝐫 𝐧𝐞𝐱𝐭 𝐚𝐝𝐯𝐞𝐧𝐭𝐮𝐫𝐞? 𝐖𝐚𝐧𝐭 𝐚 𝐰𝐚𝐲 𝐭𝐨 𝐠𝐞𝐭 𝐬𝐨𝐦𝐞 𝐥𝐨𝐨𝐭 𝐢𝐧𝐭𝐨 𝐭𝐡𝐞 𝐡𝐚𝐧𝐝𝐬 𝐨𝐟 𝐲𝐨𝐮𝐫 𝐩𝐥𝐚𝐲𝐞𝐫𝐬 𝐛𝐞𝐟𝐨𝐫𝐞 𝐭𝐡𝐞𝐲 𝐬𝐭𝐚𝐫𝐭 𝐲𝐞𝐭 𝐚𝐧𝐨𝐭𝐡𝐞𝐫 𝐥𝐨𝐧𝐠 𝐚𝐝𝐯𝐞𝐧𝐭𝐮𝐫𝐞? 𝐎𝐫 𝐝𝐨 𝐲𝐨𝐮 𝐣𝐮𝐬𝐭 𝐧𝐞𝐞𝐝 𝐚 𝐥𝐢𝐭𝐭𝐥𝐞 𝐦𝐨𝐫𝐞 𝐜𝐨𝐧𝐭𝐞𝐧𝐭 𝐢𝐧 𝐭𝐡𝐞 𝐜𝐚𝐦𝐩𝐚𝐢𝐠𝐧 𝐲𝐨𝐮 𝐚𝐥𝐫𝐞𝐚𝐝𝐲 𝐡𝐚𝐯𝐞 𝐠𝐨𝐢𝐧𝐠? 𝐓𝐡𝐞𝐧 𝐒𝐰𝐨𝐫𝐝 𝐂𝐨𝐚𝐬𝐭 𝐒𝐢𝐝𝐞 𝐐𝐮𝐞𝐬𝐭𝐬 𝐢𝐬 𝐟𝐨𝐫 𝐲𝐨𝐮! This adventure also features a new creature: The Greater Nothic! This adventure module is meant to assist the DM with providing content to their players. This adventure is intended to run in the Forgotten Realms Campaign Setting, but it can be compatible with any campaign setting, especially Ravenloft. This module is intended for 4 to 6 players, 3rd level characters.

Cover of Mirrors of the Abyss
Mirrors of the Abyss
5th Edition
Levels 15–17
266 pages
0  0

"For untold eons, Eshebala ruled over Vulgarea, the 193rd Layer of the Abyss...content to revel in hedonism, corrupt the hearts of her dwindling followers and inflict petty cruelty. Yet, if there are days in the Abyss, there came one when she realized she despised her own province. She hated demonkind. She hated the Abyss. It had become unbearably tedious, spent...done. The burgeoning goddess decided she would dip her toe back into the lives of mortals, and quest to remember...to understand her own existence...But that was a lofty goal for a mind that had long ago begun to unravel. Instead...She is learning that all she has left is cruelty...and it was always cruelty that gave her power, so she now believes, to the woe of any who cross her path." Partly inspired by a scant notation by Carl Sargeant in 1992's TSR book Monster Mythology: "Eshebala is the foxwoman deity of vanity, charm, greed, and cunning. Her symbol is a female fox. Eshebala appears as a foxwoman, a shapely fur-covered female with a fox’s head, or as a beautiful young elf maiden. She is bedecked in rich clothing and jewels, and carries a silver mirror. Eshebala’s realm of Vulgarea can be found on the 193rd layer of the Abyss. She is wily and vain. She favors beautiful things and collects jewelry and art, the tackier and flashier the better. She prefers to overcome her opponents using subtlety rather than force, seducing and devouring out of boredom. She loves gossip, and always insists on being the center of attention. Eshebala is a patron of evil shapeshifters who use their wits and wiles before resorting to violence." Eshebala is a true chaotic evil demon goddess, behaving 100% true to form, and an extremely challenging opponent to take down for your players. An unforgettable 262 page jaunt for Levels: 15-17, with multiple possible modes of play, including Party Mode for up to 12 players. Profusely and paintstakingly illustrated over the course of several years by an award-winning professional illustrator. No stock illustration in this beast! A loving, dark & insanely detailed exploration of the 193rd Abyssal Plane An exuberant nod to the most grueling, deadly dungeons ever created Rich encounters that play out in a unique way each time 100 + NEW CREATURES 200 + NEW TREASURES (& possibly the most illustrated treasury ever provided) 82 BOOKS for PCs to discover 70 + NEW SPELLS & RITUALS, INCLUDING DETAILED OPTIONS FOR DEMON SUMMONING 50 + NEW TRAPS, HAZARDS & EFFECTS (guaranteed to run amuck) 4 RANDOM TREASURE TABLES, including a TABLE OF GEMSTONES that would be useful in any campaign 2 NEW CLASS SHIFTS: the Demonologist & the Exorcist!

Cover of Dungeon Crawl Classics #7: The Secret of Smuggler’s Cove
Dungeon Crawl Classics #7: The Secret of Smuggler’s Cove
3.5 Edition
Levels 5–7
40 pages
0  0

In this adventure, the coastal village of Fair Haven needs the characters’ help. For decades, Fair Haven has relied upon its lighthouse to guide merchant vessels into port. But on a recent stormy night, the lighthouse suddenly failed. The trading ship Nymph’s Kiss was dashed on the rocks, and smugglers have already raided the wreck. Somebody has to restore the lighthouse, but the locals are afraid to go near because it shows all the signs of being haunted. Yet there might be more to the story, since there’s something living in the sea caves below…

Cover of There Is No Honor
There Is No Honor
3.5 Edition
Levels 1–3
33 pages
2  0

The first savage tide has already touched the mortal world, yet none who live today recall this time of red ruin. Unleashed from the cruel heart of a fell seed known as a shadow pearl, this savage tide swept over an ancient city perched atop the crown of a remote island. The tide transformed beggar and noble, merchant and thief, resident and visitor into feral, ravenous fiends. The fruits of centuries of labor came crumbling down in a matter of days, and when the survivors tried to stem the tide by destroying the pearl, the resulting blast of power sunk their city into the boiling lake of death. Through it all, the Abyssal architect of the savage tide watched, taking pride in the ruin. When the tide's final ripples had faded, what was left became known as the Isle of Dread. Now, after a thousand years, the true masters of the Isle of Dread look upon new targets, new cities beyond the horizon, compelled by the hateful will of their demonic lord Demogorgon to prepare for the coming glory. This time, the doom will not be limited to one hapless city. This time, all of civilization waits unknowing on the shore, blissfully ignorant of what the incoming tide brings in. "There Is No Honor" is the first chapter of the Savage Tide Adventure Path, a complete campaign consisting of 12 adventures that will appear in the next twelve issues of Dungeon. For additional aid in running this campaign, check out Dragon's monthly "Savage Tidings" articles, a series that helps players and DMs prepare for and expand upon the campaign. Issue #348 of Dragon kicks off this series with details on six affiliations based in Sasserine that your players may wish to join. And if you're running Savage Tides in the Forgotten Realms or Eberron, make sure to check paizo.com for the latest conversion notes for each adventure. The Savage Tide Adventure Path debuts as a new band of heroes confronts exotic monsters, undead pirates, and a sinister guild of thieves on the cusp of unleashing a murderous coup. Pgs. 14-46

Cover of Faction War
Faction War
AD&D
Levels 5–9
128 pages
0  1

SIGIL'S BEEN AT PEACE FOR OVER 600 YEARS. ALL GOOD THINGS COME TO AN END. Six centuries ago, events surrounding the Great Upheaval imposed an uneasy peace in the City of Doors. Since that time, the 15 factions have quietly conducted their philosophical battle for the hearts and minds of all Cagers - and always stopped short of all-out war. But now tensions are flaring, tempers are rising, and the Cage is about to explode into conflict! Faction War is a 128-page adventure that tracks the war from its nefarious origins through its bitter battles to its ultimate resolution and beyond - and puts the future of Sigil in the hands of the player characters. This book reveals secrets, unravels musteries, brings long-simmering plots to ahead, and marks the beginning of a new era for the City of Doors. It also features the following: - New details on Sigil's wards, personalities, and politics - Adventures that draw the player characters into the heart of the struggle and toward the secrets surrounding the war's beginning and ultimate end - Extensive notes on the aftermath of the conflict - A detailed Timeline of the war, including additional events that the DM may use expand to the adventure Faction War builds on story elements first explored in the PLANESCAPE accessories In the Cage, Factol's Manifesto, and Uncaged: Faces of Sigil. Familiarity with those products is recommended but not required. TSR 2629

Cover of Pathfinder Adventure Path #20: House of the Beast (Legacy of Fire 2 of 6)
Pathfinder Adventure Path #20: House of the Beast (Legacy of Fire 2 of 6)
3.5 Edition
Level 5
92 pages
0  0

For ages, the House of the Beast has loomed, black, ominous, and abandoned, a fortress of depravity raised by followers of the god of destruction. Now, a new evil has taken root within the dark citadel and the beastmen of the Carrion King threaten to cast the land into a new era of savagery. Only a strike against the murderous warlord himself can topple the ravenous gnoll war machine, but such a bold assault means a raid on the House of the Beast itself. Do the PCs dare enter the crumbling halls of this accursed fortress? And what treasures lie within the ruins’ depths that even the merciless Carrion King fears to claim? This volume of Pathfinder includes: ◆ “House of the Beast,” an adventure for 5th-level characters, by Tim Hitchcock. ◆ A gazetteer of the Pale Mountain region, a savage land of unconquerable mountains, mythical beasts, and ageless treasures, by Steve Kenson. ◆ The word of Sarenrae, goddess of the sun, redemption, and healing, along with details on her beneficent followers, by Sean K Reynolds. ◆ Accused of murder, Channa Ti races to reveal a killer in the Pathfinder’s Journal, by New York Times bestselling author Elaine Cunningham. ◆ Five new monsters by Adam Daigle, Tim Hitchcock, Robert McCreary, and Sean K Reynolds.

Cover of Igor's Challenge
Igor's Challenge
5th Edition
Levels 1–10
10 pages
0  0

Igor's Challenge is a 3-4 hour, non-lethal, funhouse style dungeon. It is a self-contained adventure that should fit into any campaign or serve as a one-shot adventure for any group. The adventure can fit a party of any level and size with only minor adjustments. Igor is an eccentric gnome inventor and retired adventurer renowned around the world. He has sent out invitations to adventuring groups to come compete for his latest, greatest invention. The competition will take place a few days hence in the village of Penthill and consist of a race through his specially created challenge-dungeon. Igor's Challenge includes a unique magic item, a small village with locations and NPCs, an encounter and story with a legendary NPC (stat bloc provided), and a 33 room dungeon of traps, tricks, and puzzles.

Cover of Sword and Shield
Sword and Shield
BECMI
Levels 1–3
16 pages
0  0

HEAR YE, HERE YE! THE BLACK KNIGHT WILL HOST A TOURNAMENT CHALLENGE! The Black Knight is a mighty warrior. Even though he acts a lot like a bandit, they say he keeps his word. The Black Knight usually raids local towns, but now he is sending out invitations. He offers a tournament, a contest of honor, to all comers. But why would the Black Knight hold a contest? Maybe something more is going on. There is only one way to find out! This module is the first entry-level adventure written especially for a DUNGEON MASTER and a single player. Recommended for one fighter, cleric, dwarf, or elf of levels 1-3 (An option allows for using more characters if you wish). TSR 9387

Cover of Nanfield
Nanfield
5th Edition
Levels 1–6
8 pages
0  0

Nanfield is an island village of over 50 NPCs with mysteries plaguing both its present and its past. It contains a unique ecosystem and economy and a ship full of friendly pirates that will invite you by for dinner after accidentally attacking your party. It can be inserted into any campaign as an interlude during a travel montage, as a one-shot encounter, or as the base of future adventures. Nanfield contains over 50 NPCs you can use, several very unique and compelling characters, a Druid stat-bloc, a ship-to-ship fight, an investigation, and a fight with a Harpy (or more, depending on the outcome of the investigation).

Cover of Dungeons on Demand: Volume One
Dungeons on Demand: Volume One
5th Edition
Levels 1–12
109 pages
0  0

THE FIRST SET OF DUNGEONS ON DEMAND ADVENTURES! The first volume of Dungeons on Demand includes the first four dungeons: Bandit's Nest - Level 1 Adventure Dungeon Insidious Experiments - Level 4 Adventure Dungeon Fierce Tempers - Level 8 Adventure Dungeon Lord of Gloomthrone - Level 12 Adventure Dungeon It also includes the following supplements: New Twists on Old Monsters - Gaming Supplement Imbued with Magic - Gaming Supplement The bundle includes hundreds of pages worth of materials and supplements sure to keep your gaming sessions busy!

Cover of Tale of the Comet
Tale of the Comet
AD&D
Any Level
160 pages
0  0

Strange lights in the sky, prophecies of doom, and a threat unlike any other draw the heroes to Aston Point. In this small frontier town, the fate of the world will be decided. If the heroes and their strange new allies defeat the invaders, they must then pass through a portal to another battleground, a metal city on a far-distant world, where aliens fight desperately against death machines that threaten to overwhelm all organic life. So trade in your sword for a blaster rifle, your sling stones for a few high-explosive grenades, and see what happens when you mix magic with high technology. This box contains A 32-page book, The Cast and Props, describing new, high-tech equipment, detailing the battleground of the Rael-Overseer war, and explaining how to mix fantasy and science under the AD&D game system. Two 64-page books, The Tale Begins and Crossing Over, presenting the grand adventure that is the Tale of the Comet. Eight sheets of charts, maps, art, and statistics for the players and the DM. Two posters, one a double-sided map of the regions where the action takes place and the other an illustration of all the technological terrors the heroes will have to face in the course of the adventure. TSR 1143, From 1997

Cover of F1 - Zombie Curse
F1 - Zombie Curse
AD&D
Levels 1–3
26 pages
0  0

As you begin your travels to fame and glory you have discovered the road is actually paved mostly with dirt and boredom. You have heard of the caravan attacks at Feastelburg and have begun to make your way to fame and fortune. As light begins to fade from the sky you have come upon a sign welcoming you to the small lake community of Crystal Shores. What appears to be a smoldering funeral pyre is near the lake’s edge and a small group of children play near the road. Your journey to the caravan raiders is halfway there. A few more days and you will begin your life as adventurers!

Cover of Tower Of Zoramadria
Tower Of Zoramadria
4th Edition
Level 23
8 pages
0  0

The Tower of Zoramadria is hidden away in the Feywild. The tower is an arcane academy under the tutelage of the lich Parthal. Parthal and his students lead serene lives of study and contemplation, except when they engage in a bout of bloody necromantic research that requires innocent souls as vital components. Parthal has a score to settle, and the Feywild itself might shudder and scream before the lich has had his revenge on those who killed his love. Pgs. 104-111

Cover of Mists of Akuma: Cursed Soul of the Scorpion Samurai
Mists of Akuma: Cursed Soul of the Scorpion Samurai
5th Edition
Level 7
44 pages
0  0

A scourge has recently fallen upon the house of Lord Gabiru Fuson as his family’s servants began disappearing, one slain in the street by a fallen hero known as the Scorpion Samurai in a widely-talked of murder that has sparked a wave of public dissent and ridicule. The dishonored adopted son of Lord Gabiru has evaded authorities for years but the tide of blood his sword washes onto Soburin is growing ever higher—the adventurers are called upon by the Fuson bengoshi Yukari Nishioka in secret, brought into service to strike down the murderous brigand in an ambush she has set on Shjiki Island. As they lay in wait however a local outcast brings information to light that reveals there may be other bait in the village of Shinjitsu… This exciting adventure (set in the Mists of Akuma campaign setting) begins in the snowy hideaway village of Yukinokyu where the PCs are approached with a curious message—orders delivered by a local Kizuato bengoshi's servant, hiding the authority of a Fuson Herbal Master's directives! The adventurers must sneak into the prefecture to the north, traveling through Hidaretei Pass where three dangerous ogres dwell. After reaching the town of Kakasu they are bid to meet the state functionary in a distant grove and are waylaid by an oni and its adeddo-oni retinue before clandestinely infiltrating the island-village of Shinjitsu. Once there they must bait and capture the Scorpion Samurai, stopping him and the dark ritual he has planned before the evil he unlocks transforms the fallen hero into an unstoppable monster! What you'll find in this fully-illustrated 33 page module: The story of Hinjuku Nagaro, dishonored orphan son and bloodsoaked warrior known as the Scorpion Samurai! A compelling and action-filled adventure in 3 acts that take the PCs across the continent of Soburin before upending a plan that might save one of the world's most powerful nobles from certain doom! Rules for the supernatural haze and two new attributes integral to Mists of Akuma: Dignity and Haitoku. More than a half dozen NPCs and monsters ranging from adeddo-oni to the deadly Scorpion Samurai and his duplicitous ally, a penanggalen! Five maps for every major encounter in Hidaretei Pass, Kakasu, the Fuson Forest, Shinjitsu, and Ikatteiru Cave!

Cover of SD13 - Garnet Gorge
SD13 - Garnet Gorge
5th Edition
Levels 12–14
24 pages
0  0

This scenario was originally designed for five PCs of 13th level as a one-shot. A string of successes by the party has resulted in a high demand for their services. This new challenge involves an intrusive Ancient White Dragon extorting funds from the countryside of San Doral. Can your party cross Garnet Gorge and show this nasty Wyrm who’s the boss?