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Cover of CCC-RPSG-03 Fenaria's Gambit
CCC-RPSG-03 Fenaria's Gambit
5th Edition
Levels 11–16
74 pages
0  0

As the Red War rages and Mulmaster burns, the Cult of Glaugrax sunders the arcane bindings on their alien master, unleashing an ancient evil that threatens to sink the Factions' evacuation efforts. Can you thwart them before the City of Danger is swept away in the wake of Fenaria's revenge? Part 3 of The Neverdusk Trilogy. A Four-to-Six Hour Adventure for Tier 3 Characters. Optimized for APL 13. The long-awaited Conclusion to the tale that started with Ooze There?, an ENnie Awards 2019 nominee in the Best Organized Play category! This adventure is Part 3 of "The Neverdusk Trilogy", and it brings the tale of Fenaria Neverdusk, Sovad Klim, and the mysterious Cult of Glaugrax to a close! Fenaria's Gambit (a.k.a. Ooze Left?) debuted at Doujin Market Online/RPG Day Singapore 2020, a digital convention held by the D&D AL Singapore Community. This v1.01 package includes: - Full color cover art by digital painter Koh Jia Wei (Firons), with art inserts for key scenes in his unique style. - A high quality digital map pack for key encounter locations, in both Black & White and Full Color by digital artist Ryan Tan Chen Wayne (Ryzwayne). - An image by Ryzwayne demonstrating Sovad's ingenuity with the wall of stone spell in his Bonus Objective (Yes, we know he has fans). - A three (3) page cheat sheet with Jason's personal tips for running Fenaria's Gambit.

Cover of Drums at Daggerford
Drums at Daggerford
5th Edition
Level 5
160 pages
0  0

5e Solo Gamebooks presents Drums at Daggerford, the fifth in our continual series of solo adventures set in the Forgotten Realms. This quest enables you to experience D&D without a dungeon master! Simply roll up a level 5 PC and get playing. Drums at Daggerford is the way you must experience solo adventuring. Players and DMs beware, a new standard has been set. This solo adventure continues the story arc first begun in Death Knight’s Squire, developed further in Tyrant of Zhentil Keep & Citadel of the Raven, and left in The Tortured Land. Drums at Daggerford’s ability to echo a Tolkien spirit reverberates throughout the narrative no matter which path you may choose. But choose wisely because a razor’s edge separates peril from glory. Over a year in the writing, this latest instalment in our solo adventure series is a mini sandbox campaign that will give you anywhere up to 8 hours of solo adventuring enjoyment. Completionists and those who like to replay these adventures will get even more gametime. There are mysteries to be uncovered, items and sidekicks to be gained, codewords to unlock and villains to conquer! With lots of exploration, meaningful decisions, hard fights, and a variety of rewards and stories, Drums at Daggerford will continue to resonate with you long after solving the big mystery behind Krond Vikkurk’s malevolent plans.

Cover of Valley of Black Tears
Valley of Black Tears
5th Edition
Levels 10–11
3 pages
0  0

An evil oracular being has taken up residence in a lonely valley. The only access to the valley is through a thick, dead wood whose shadows draw out foul memories from those who travel there. The oracle, Lurinax, has recently divined the season in which the world will end. This knowledge is greatly prized by many, so the evil fortune teller hides in his lair, protected by maddening winds and the souls of those he slew to obtain his knowledge. In this grim and dark adventure for tenth- and eleventh-level PCs, the party must travel the trail of shadows, face the manifestations of Lurinax’s victims, and finally the evil oracle himself.

Cover of Assault of the Steel Horde
Assault of the Steel Horde
5th Edition
Levels 4–5
3 pages
0  0

The earth churns in a city graveyard, revealing not the undead but an ancient war machine. A great iron transport bores its way up from depths below, disrupting funeral rites and sending the citizens into a panic. With an opportunity to investigate and reap the rewards of bravery, the party closes on the graveyard. There they discover that the pilots of the strange vehicle are soulless automatons who have spent an eternity burrowing toward the battlefront of a long-forgotten war. In this action-packed and gritty adventure, the party must battle automatons, breach the iron transport, and put down its mad and malfunctioning commander.

Cover of From the Ashes
From the Ashes
Draw Steel
Level 1
7 pages
0  0

An alternative way for the Directors to start their new Draw Steel campaign. Fight off the goblin bandits, survive the ravenous undead, and lift the curse from the town of Sour Falls. This short first-level adventure provides you with two possible combat encounters, a montage test, and a negotiation. From the Ashes is a short 3–4 hour adventure for Draw Steel, written for a group of three to six 1st-level heroes and the Director. This free adventure is an alternative way for experienced Directors to start a campaign. The adventure provides you with two possible combats, a montage test, and a negotiation. By the end of From the Ashes the heroes restore an abandoned town, gaining a base of operations that could lead them to future adventures.

Cover of The Temple of Pure Fire
The Temple of Pure Fire
5th Edition
Levels 5–7
8 pages
0  0

Constructed into the side of an active volcano or buried deep beneath the ground lies the Temple of Pure Fire. Within its walls is enough flame and lava to make even the hardiest of adventures question their decision to pass through its doors. This temple contains grand constructs that have laid dormant for hundreds of years, but stir from their great slumber when they are needed to defend this former place or worship. Grand forges, lava-fueled smelters, and even an obsidian lava transportation vehicle wait within the walls of this ancient temple.

Cover of DRAGONBOWL
DRAGONBOWL
5th Edition
Levels 5–7
306 pages
0  0

Dragonbowl is a setting and pulp action adventure in one. It plunges a party into a rich festival scenario that revolves around a deadly gladiatorial contest, where the dangers they face in the arena are almost secondary to those they encounter in the murky criminal underworld they find themselves in: a world that stinks of corruption, human trafficking, illegal dinosaur-trading, necromancy, blood sacrifice and unnatural arcane experiments. The action takes place in a vast cavern in Mount Waterdeep, known as the Underbelly, where not only Dragonbowl Arena, but also an entire festival grounds – consisting of temples, bars, casinos, funfairs and markets - has been constructed to host this grand sporting extravaganza. With Xanathar, Jarlaxle, Davil, Volo and the Black Viper all in attendance, and scores of 'entanglements' (faction missions) to keep players busy, Dragonbowl can be played as a sequel to Waterdeep: Dragon Heist, or as a first step towards the Undermountain and the Dungeon of the Mad Mage. Equally, it can be played as a stand alone adventure, or easily transported into other settings. The adventure is written for a party of four 6th level adventurers, and easily customisable for three to five players, of any mid-tier level (the adventure contains maps and handouts adapted for both 4 and 5 player tables). The adventure is designed to last around ten to fifteen 4-hour sessions, but can very easily be shortened or lengthened according to the DM's desire. The adventure features all three pillars of play: combat (in and out of the arena), social interaction (a succession of parties and parades, where players can get entangled in NPC business) and exploration (30+ locations in the festival grounds alone).

Cover of FVS12 - McAllister the Runaway
FVS12 - McAllister the Runaway
5th Edition
Levels 5–6
11 pages
0  0

This adventure was not meant to be a serious campaign addition but could with some tweaking. Instead, we present this as more of a seasonal classic based on a popular movie. The scenario is a solo PC attempting to locate a runaway during the holidays. With a gypsy, a runaway, and an old “abandoned” house what could possibly go wrong?

Cover of TW3 - Attack on the Andall Mines
TW3 - Attack on the Andall Mines
5th Edition
Levels 2–4
22 pages
0  0

As your experience is beginning to get noticed, a new problem has come to Lakedale. Reports of the profitable Andall Mine to the south is under attack by humanoids. Gather your cohorts…looks like it is time to go back to work and see if you can boost your fame!

Cover of The Black Tar Rises
The Black Tar Rises
5th Edition
Levels 4–6
8 pages
0  0

This is an adventure for a party of level 4-6 designed to showcase a number of newly created Oozes in the Beyond the Black Pudding compendium. The party is brought in to help figure out what to do about a giant ooze that is threatening to engulf a small town. They discover that it is being called by a magical beacon somewhere nearby, and by following a small ooze they are able to find where the signal is coming from. It turns out to have been set off by The Visionary, an intelligent Vitreous Humor (a kind of ooze beholder) with dreams of power who discovered it in an ancient temple to Juiblex. Unfortunately, having turned it on, The Visionary had no idea how to turn it off again and is now barricaded in the depths of the temple, assaulted by oozes on all sides.

Cover of B1-9 In Search of Adventure
B1-9 In Search of Adventure
BECMI
Levels 1–3
160 pages
0  0

THRESHOLD! The northernmost town in the Duchy - and your last stop before your adventures begin. Threshold, the gateway to mysterious castles, lost temples, deadly caves and caverns. You have heard the stories and legends, now you wish to see for yourself. This product provides a complete campaign adventure that will take beginning characters from 1st all the way to 3rd level and possibly beyond, drawn from the first nine modules of the B-series adventures. See individual adventure entries for Boss, Common Monster and Items lists. TSR 9190

Cover of Dungeon Crawl Classics #2: The Lost Vault of Tsathzar Rho
Dungeon Crawl Classics #2: The Lost Vault of Tsathzar Rho
3.5 Edition
Level 1
32 pages
0  0

This new version of the classic adventure is completely updated to 3.5 edition. In The Lost Vault of Tsathzar Rho, a defenseless village asks the characters to slay an out-of-control ogre. Sounds easy enough. But the ogre, who used to be nothing more than a nuisance, has become crazed and psychotic. When the characters arrive at its cave, they find a subterranean portal has connected the cave to a much larger underground complex. Something in that complex has transformed the ogre and many other local creatures into fiendish marauders. In fact, it’s the lost vault of Tsathzar Rho, an ancient wizard and prophet of the Outer Gods, who are gathering their foul minions for battle.

Cover of Back To The Sea
Back To The Sea
5th Edition
Levels 3–4
11 pages
0  0

Uncover the curious tale... When the party are shipwrecked they take shelter in an old forgotten cottage. They soon find themselves uncovering the mysterious death. One thing is for sure, they are not alone... Back to the sea is a 3-5 hour one shot, recommended for Level 3-4 adventurers. It offers a refreshing and different look at Ghosts in D&D. Contains 3 beautiful original digitally illustrated Maps. Unique Monsters and interesting combat scenario. Encourages player creativity and problem solving. Screen reader version.

Cover of CCC-BMG-34 ELM 2-1 Tendrils in the fog
CCC-BMG-34 ELM 2-1 Tendrils in the fog
5th Edition
Levels 5–10
45 pages
0  0

When a series of grisly murders and raids on farms and fishing boats come to light, accompanied by a strange fog, the people of Elmwood need heroes to investigate and stop the attacks. There is hardly anyone in the Moonsea who’s life hasn’t been touched by one of the tragedies over the past years, and these attacks may have deeper causes than anyone knows. Part of the Elmwood Adventures Series

Cover of Thomepreus' Curse
Thomepreus' Curse
5th Edition
Levels 3–5
16 pages
0  0

Thomepreus’ curse is a classic crawl with elements of exploration, mystery and time travel. A curse has befallen the heroes and the source of their predicament is located in a buried temple. Here a forgotten cult have used a magical sand clock to curse their enemies. The temple seem empty but the arrival of the heroes appear predetermined and soon the heroes are propelled through time to arrive in the past. Here clues and objects are required to solve the mystery and to break the curse. However, they must hurry before cult members complete the preordained curse on the heroes.

Cover of The Goblins Below
The Goblins Below
5th Edition
Level 2
11 pages
0  0

Below the streets of Waterdeep a new gang of goblins have moved in and have started stealing anything and everything. It now has become incumbent on the characters to go into their lair and deal with this rogue band of goblins.

Cover of Plaguebearers
Plaguebearers
5th Edition
Levels 3–5
16 pages
0  0

You are hired by the Greenskull orc clan as merceneries to assist in the eradication of a firblog settlement from the swamp the orcs need to conquer in order to survive. You are first sent in to retrieve the bodies of scouts that never returned, but you soon realize that something wicked is going on in the swamp. Will you escape with your lives, or will you also become a victim of the Druid's Curse?

Cover of A0-Crow's Rest Island
A0-Crow's Rest Island
5th Edition
Level 1
? pages
0  0

Shrouded in whispered rumors, Crow’s Rest Island has been avoided as long as any can remember. Nothing but death, and the memories of those long gone, greet any who take to land upon the isle’s shores. It is to this island that the PCs will find themselves driven as a storm threatens to drive their ship below the waves. Awaiting the PCs are far more than ghost stories upon this island, for there lives a very real threat, hiding here among the legends that keep sailors at bay. A classic ghost story that casts the PCs not as adversaries to the specters, but rather as their benefactors, Crow’s Rest Island challenges the PCs with a tribe of foul kobolds, a haunted village, and the forgotten servant of a long departed ice devil. An excellent introduction to the Aventyr Campaign Setting, this adventure gives the PCs their first glimpse into Vikmordere culture. A0 may also be easily ported to any setting containing a northern wilderness near a large body of water.

Cover of Heroes of Hookholm 1: The Cave on the Foggy Hook
Heroes of Hookholm 1: The Cave on the Foggy Hook
5th Edition
Levels 1–2
20 pages
0  0

The Cave on Foggy Hook is the first of three connected adventures in the village of Hookholm and is aimed at busy or first time Dungeon Masters. This adventure is designed for 3-5 1st level characters and can be played in a single 3-5 hour session excluding character creation. In this adventure the party will find themselves in Hookholm, a small coastal village rebuilding after a devastating storm almost wiped it off the map. The village is located on the inner curve of the Foggy Hook, a spit of marshy land jutting into the Grey Sea. Beset by the sort of calamities that new adventurers will be able to sink their teeth into and will offer opportunities for roleplaying, puzzle solving, exploration and combat. Includes 5 maps in a number of variations, a brand new monster in the vicious Kuo-toa Feral, and a new chase complications table for chases through swamps or marshes.

Cover of Sanguine Sacrament
Sanguine Sacrament
5th Edition
Levels 5–10
12 pages
0  0

The Godless Depths For the first time in eons, ancient aberrations are emerging from the deep ocean. Driven by some otherworldly fervour, they encroach upon the local villages, searching with beady eyes for anyone linked to the Gods. Even now you hear rumours of kidnap, men and women dragged kicking and screaming into the depths.