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Cover of Into the temple of the Yuan-Ti
Into the temple of the Yuan-Ti
5th Edition
Level 8
21 pages
0

While on the search for a dear friend who went missing on the Serpent Hills, rumor has it that he has been captured by the Yuan-Ti. Following a trail, your party has been lead to an unknown settlement guarded by Yuan-Ti. Are you brave enough to venture deep into its secrets? Are you strong enough to get out alive?

Cover of Lest Darkness Rise
Lest Darkness Rise
3.5 Edition
Level 7
15 pages
0

Long ago, a local priest created a warded graveyard on a remote hillside. As the years passed, it gained a reputation as a spot whose defenses were powerful enough to keep undead in and tomb robbers out. Adventurers began to bring the remains of any creatures they suspected might become restless in death to the Tomb Steppe for interment, and in time they also sought aid against such creatures from the friendly priest. After his death, a brief spate of undead activity commenced, then died away once again. As the years passed, the tales of undead activity in the Tomb Steppe faded into legend, and colonists began to move into the lands nearby. The town of Night Falls was founded a short distance from the graveyard, and it grew quickly into a thriving trade center and farming community. Realizing that the Tomb Steppe was safe enough during the day, the citizens began burying their dead there rather than building new crypts on pristine farmland. Because this method of interment was cheap and easy, people from many surrounding communities brought their dead to the town as well. The business of burial brought new prosperity to Night Falls, and a guild called the Funerary House sprang up to control the trade. But it seems that the threat from the Tomb Steppe has not entirely been laid to rest. The Great Mausoleum -- the largest and finest tomb in the steppe, has been unsealed, and an apparition has been seen within. Who will go to the Tomb Steppe by night and reseal the tomb? Lest Darkness Rise is a short adventure for four 7th-level characters. In keeping with the season, it has a stronger horror theme than most D&D adventures. This scenario can be used as the climax of a series of adventures featuring its secondary characters, or it can simply be a site-based adventure that the PCs stumble across at the right moment. The scenario is set in a semi-civilized area in the far north, far from cities and churches, where winters are harsh and summers never get very hot. These inhospitable conditions have resulted in a low humanoid population. The scenario need not be set in such a wilderness; a rural farming community far from cities works just as well. The only real requirement is that the area have few settlements. The action takes place in the small town of Night Falls and a nearby necropolis of tombs, mausoleums, and graves known as the Tomb Steppe. As always, feel free to adapt the material presented here as you see fit to make it work with your campaign.

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 Goblin Defense
Goblin Defense
5th Edition
Level 1
47 pages
0

Player characters attacking the lair of monsters that have been menacing the local village is a common D&D trope. This adventure turns the trope on its head. In Goblin Defense, the players create goblin PCs, and have to fight off repeated attacks by adventurers who are stronger and better equipped than they are. Starting at level 1 and running until level 7, this module encompasses 16 battles against unique and typically themed groups of adventurers built using player character classes and rules. The module is designed for 3 players, each of whom takes on an individual role within the tribe, granting unique bonuses or options for actions outside of combat. Goblin Defense can also be played with 4 players, but is not recommended for 5 or more players without substantial revision. The players aren't alone. Each commands a squad of goblin minions who can help in combat... but goblins are fragile, and adventurers hit hard. Life as a goblin is often brief and violent. Many will die, but as long as some survive, the tribe will carry on. A simple ruleset is provided for managing actions during the downtime between each attack. During this time, players can work to train their minions to use better gear, hunt for food for their tribe, recruit replacement warriors, brew potions, and - most importantly - improve their lair and its defenses by adding walls, traps, tunnels, doors, alarms, and anything else their creative minds can come up with. As the exact layout and placement of defensive features is critical, this is designed to be played on a grid. A PDF is included with the map scaled to print on 24"x36" (Arch D) size paper, available at most print shops. DMs may enjoy the chance to briefly try out many different character class and subclass combinations as they attack and eventually fall to the goblin pests they're trying to eliminate. Page count: Information for the DM only 6 Information for the players 4 Adventurer statblocks 37

Cover of Tomb of the Dragon's Heart
Tomb of the Dragon's Heart
OSR
Levels 1–3
20 pages
0

In the deep, it has awoken. Hidden in the ruins of an old dwarven kingdom awaits a powerful relic, and an army kobolds are on the march to retrieve it. Dare the heroes enter this ancient place, and will they find the relic before the army arrives. In a race against time the adventures may unleash the greatest evil, while trying to save the world from a grim fate. Tomb of the Dragon's Heart is a low-level OSR adventure suited for Labyrinth Lord and other oldschool retro clones. The adventure was originally written for the Danish Living Campaign The Hinterlands, and it is for the first time presented in English. The adventure introduces the players to a different tradition of adventures, and it one with a focus on exploration and encountering the unknown. The adventure contains new magical items and relics and new monsters to challenge your players. Tomb of the Dragon's Heart also functions as a prequel to The Flooded Temple and to Grave of the Heartless. Published by Greis Games.

Cover of Potions 11
Potions 11
5th Edition
Levels 4–5
17 pages
0

This adventure is light and comedic and is indeed a heist adventure! It is designed as a one-off side quest for an established party but can be tweaked to work as an introductory adventure for characters meeting one another for the first time. This is ideal for a well-rounded party in which each player can show off and play a vital role in the mission’s success as they rob an evil potion master blind! Players can obtain potions of Heroism, Invisibility, Flying and Mind Reading. This adventure is perfect for DMs looking to fill a shorter session or injecting some light humor after an intense end-of-the-world campaign.

Cover of Unmerciful
Unmerciful
5th Edition
Medium Level
10 pages
0

Unmerciful is a detective scenario that focuses on roleplay and investigation. It is an event based quest, meaning that things will happen with or without PCs interaction. The DM receives a list with all the murders and details about them, a list of NPCs that are relevant to the case and how, and one of the ways players could track the killer down. A party of any level can be challanged with this scenario and it can be played in any (low) fantasy setting. Adventure Synopsis: The players are hired to find out who has brutally killed Father Marius. After inspecting the murder scene, players can be sure that killer is driven with revenge and that this is only the first murder. Good old detective work brings them closer to the killer, but also to the fact that everything isn’t like it seems. As the body count rises, players must decide whom to aid in the final confrontation, the Church or the Punisher.

Cover of The Jeweler’s Sanctum
The Jeweler’s Sanctum
OSR
Levels 1–3
12 pages
0

A level 1–3 dungeon adventure by Giuseppe Rotondo. The secret workshop of a long-dead jeweler-magician is now open, as his grandson wants the place finally cleared of all dangers. What treasures might remain within, and what might be watching over them? This adventure combines classic dungeon crawl elements with the intrigue of uncovering a magician’s legacy, making it a rich experience for both new and seasoned players. For Old-School Essentials (OSE) Included as one of four adventures in "Old-School Essentials Adventure Anthology 1"

Cover of The Eyes of Evil
The Eyes of Evil
AD&D
Level 10
6 pages
0

Conquest, not beauty, is in the eyes of this beholder. A promise of adventure and riches, with a hint of total annihilation. The party should also have several powerful magical items, since the challenge that it faces is great. The geographical background and the local population are left vague so that the adventure can fit any campaign setting. Pgs. 39-44

Cover of Infernal Machine Rebuild
Infernal Machine Rebuild
5th Edition
Levels 5–10
111 pages
0

A fallen clock tower holds components from an ancient artifact. Upon discovery of the components, competing agents look to launch expeditions to uncover additional components scattered across distant places—and times. The now-lost Temple of Moloch and the construction site of the legendary Tomb of Horrors are two of those locations. However great the risks, finding the components demands the effort, for whoever does so can reassemble the fabled Infernal Machine of Lum the Mad!

Cover of Betrayed!
Betrayed!
AD&D
Levels 3–5
9 pages
0

While resting in the merchant City of Gurdikar, a merchant approaches the party to investigate the disappearance of his nephew, whom he believes was betrayed by a rival house. The party must go into the into the mountain valley to find the missing nephew, return him if alive and discover any evidence of suspected treachery. Pgs. 43-51

Cover of 1 on 1 Adventures #4: The Sixth Cavalier
1 on 1 Adventures #4: The Sixth Cavalier
Pathfinder
Levels 9–11
30 pages
0

Hubrimort is a small, respectable town whose only claim to fame is a local governmental position bestowed by five of the king’s chosen officials, known as the Cavaliers. The position is given to the head of one of four noble families once each decade. While competition for the mysterious position is always fierce, this year there are rumors of underhanded deals with criminals, rigged tournaments, and a nasty case of blackmail. Which of the ancient families deserves ten years of power and privilege? Only the Sixth Cavalier can help the five officials make the right choice!

Cover of FD2 - Graveyard of the Battle Lord
FD2 - Graveyard of the Battle Lord
AD&D
Levels 2–4
17 pages
0

While many monuments exist to the defunct Adurite culture has been raided, this graveyard has remained undisturbed as it has been in the wilderness for several centuries. Recently a sage came to the area with information pertaining to the resting spot of the famous general and explorer fever has gripped the region. One group of adventurers did discover the resting spot a months ago but also located the trapped gate of the cemetery. Can you two brave adventurers do better?

Cover of Palace of Sweet Dreams
Palace of Sweet Dreams
5th Edition
Levels 2–4
23 pages
0

Drawn by greed or curiosity the adventurers enter the strange ruins of castle of madmen. Terrible monsters stalk the hallways, but the greatest challenge is not merely to survive but escape with their sanity intact. The Palace of Sweet Dreams sends the adventurers on a different and challenging dungeon exploration, where wits and smarts will be key to survival. Those who the masks may seem harmless ... The adventure contains new monsters and magical items to keep your players on their toes and let them discover how magical items can present their own adventures. Originally from the Danish convention Fastaval as part of the living campaign, Hinterlandet. Now presented here for the first time in English. It is an adventure with emphasis on exploration and meeting the unknown.

Cover of Annihilation Hold
Annihilation Hold
5th Edition
Levels 10–16
16 pages
0

Beyond the western mountains, the orcs generally kept to themselves. Over the years they built their civilization. They enriched themselves through magic and music, and followed a doctrine of peace and acceptance that was empowered by the dangerous mountain range on one side and the swirling seas on the other. Their quiet society was shattered when a djinni named Hasteth was summoned by their elder mages. Hasteth was a creature of pure evil and perverted the wishes that it granted. In time, the orcs were able to trap the djinni within an enchanted ceramic jar called the Annihilation Hold, but not before their entire way of life was torn asunder. Many centuries have gone by and the orcs are scattered to the wind, with few recalling their proud nation. The hidden complex containing the Annihilation Hold has been discovered. Tales of wealth and magic fill the rumors the adventurers overhear. Will your adventurers brave the hazards inside to claim the riches?

Cover of Dread Shelan & the Sahuagin
Dread Shelan & the Sahuagin
5th Edition
Tier 2 Level
16 pages
0

A hideous hag threatens to corrupt everything it can, including a young bronze dragon who protects this stretch of coastline. The heroes must stop Dread Shelan at all costs, lest the entire area come to ruin. Can the brave adventurers defeat Dread Shelan and her pet sahuagin? This package (adventure, maps, etc. within) forms a complete module for use with Dungeons & Dragons ® 5th Edition rules. It is especially designed for Dungeon Masters to initiate play with a minimum of preparation, and to invoke that OSR look and feel you remember from the original Saltmarsh back in the 80s. In addition to descriptive and situational material, this module also includes special informational sections giving background history and legends, listings of possible monsters and treasures and how to place them, a list of adventuring characters, tips on various aspects of play for the Dungeon Master, and helpful advice for starting players. Old School Look and Feel! Instructions given for scaling the encounters for levels 5 to 10.

Cover of The Ghost of Mistmoor
The Ghost of Mistmoor
AD&D
Levels 3–6
19 pages
0

Trouble always comes in threes. For years the mansion has hidden its secrets and its sorrows, but now it has returned to dreadful life. The Ghost of Mistmoor is an investigative adventure where the PCs are tasked with finding the entrance to a secret vault in a haunted mansion. There are ghosts to be had, but unbeknownst to the characters also a cunning thief and her sidekick took residence here. It does not contain many combat encounters but has a rich list of spooky events, some from the ghosts, some staged by the thief. Pgs. 52-70

Cover of Deific Heart of Magma
Deific Heart of Magma
4th Edition
Level 30
6 pages
0

Numerous towns sit in the shadow of Rak’Sarn, a mountain of flames and death. Each day near sunset, the volcano lets loose a blast of molten rock and ash, and the ancient red dragon Dal’Sarnquin swoops down the mountainside. By the time dawn breaks, another settlement has been burned to the ground. The PCs must track the dragon to his lair and defeat him before more towns are destroyed. Pgs. 196-191

Cover of Far1 - Underbelly of Phoenix
Far1 - Underbelly of Phoenix
5th Edition
Levels 1–3
21 pages
0

Far1 – Underbelly of Phoenix is an adventure based in the city of Phoenix in Fartook. The offering takes a group of would-be adventurers and has them start their adventuring career in the sewers below the city. Dangerous monsters and wanted men all inhabit the urban tunnels. Is your group ready to start their road to legend?

Cover of AC10 Bestiary of Dragons and Giants
AC10 Bestiary of Dragons and Giants
BECMI
Levels 1–30
75 pages
0

Red dragons. Storm giants. Dragon rulers. Frost giants. They're all here, in this book, in complete, ready-to-play mini-adventures. No matter what level your characters are, there is something here for you (and them). Need a diversion? Want to spice up a long-running campaign? Want to play, but don't have more than an hour or so? This is the book for your gaming group. As DM, you have everything you'll need to play right at your fingertips. As players, you'll have challenges worthy of your characters. This book has something for everyone. This product includes a random spell generator for dragons, complete with instructions. Contains 14 adventures. TSR 9211