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Cover of Rescue at Rivenroar
Rescue at Rivenroar
4th Edition
Level 1
42 pages
0

In “Rescue at Rivenroar,” the player characters must brave the depths of ancient catacombs in search of prisoners taken from the town of Brindol in a midnight raid. The hobgoblins, bandits that style themselves after an invading horde from long ago, have taken refuge in a dungeon under a ruined mountain fortress, and the PCs must clear them out to find the captive townsfolk and the treasures taken from Brindol. “Rescue at Rivenroar” also marks the first step in a great journey - the Scales of War Adventure Path, which spans 30 levels and put the PCs at the crux of events that shapes the world for centuries to come. While the scope of this adventure isn’t as grand, it represents the seed from which an epic tale will surely grow. Pgs. 4-45

Cover of M2 Vengeance of Alphaks
M2 Vengeance of Alphaks
BECMI
Levels 28–32
32 pages
0

Centuries ago, the despotic Alphaks, ruler of Alphatia, was banished to another world. From his own sphere of entropy he learned to manipulate men, and now seeks revenge against the human race. The volatile region of Norworld, a perennial battleground between Thyatis and Alphaita, draws Alphaks's attention. The already existing frictions, small-time political players, and petty vengeances are the sparks Alphaks will use to ignite a huge war that will destroy man-kind. This is an adventure of politics and diplomacy, of treachery and treason. Only courageous and bold actions can save Norworld from the horrors of war and liberate its people from oppression. The Vengeance of Alphaks may be played as a sequel to module M1, Into the Maelstrom, or separately. The D&D Master Set Rules are necessary for running this game. TSR 9148

Cover of To Cure a Kingdom
To Cure a Kingdom
AD&D
Levels 5–8
18 pages
0

A prescription for evil. The king's question is, "Do you make house calls?" To Cure a Kingdom is an adventure for ADnD, set in and around a small city state that is suffering from a deadly disease of magical origin. The party must set out into the swamps in search of a cure. Features monsters with psychic powers as well as extra-dimensional travel. Adventure may be connected to further Underdark adventures with relative ease. Pgs. 8-25

Cover of Pathfinder Adventure Path #74: Sword of Valor (Wrath of the Righteous 2 of 6)
Pathfinder Adventure Path #74: Sword of Valor (Wrath of the Righteous 2 of 6)
Pathfinder
Level 6
92 pages
0

The Wrath of the Righteous Adventure Path continues with “Sword of Valor,” by RPG Superstar Neil Spicer. The PCs, now invested with righteous mythic power, are poised to become the greatest heroes of this seemingly endless war against the demons of the Worldwound… provided they can succeed at their first mission. The citadel city of Drezen was once a symbol of the First Crusade’s triumph against the Worldwound, yet when a larger horde of demons attacked, they shattered Drezen’s defenses and captured both the citadel and the crusaders’ symbol of power. Can the PCs help lead an army north to reclaim Drezen and recover this potent relic, or are they marching their comrades and followers to a gruesome demise?

Cover of M1 Into the Maelstrom
M1 Into the Maelstrom
BECMI
Levels 25–30
32 pages
0

Alphatia, the most ancient empire, land of the arcane and obscure secrets. It has grown for centuries and its might now overshadows the cauldron of civilization. Some say the Alphatians come from elsewhere, but no one knows for sure. Beyond the scope of mortals broods an evil mastermind, still in darkness. Once a betrayed emperor of ancient Alphatia, now an entity of the Sphere of Entropy, he seeks revenge on the greatest empire and on the race of man. His plots brought a deathly fog on all of Norworld. Perhaps it will extend to the southern nations. The matter is grave, so much that lords of the spheres have now to show their might. For them, it is time for mortals to intervene. Man defends his cause for him to earn divine favor. A great armada has been raised and able commanders must be found. Prove your worth, and the eternal portals of the spheres may open for you. TSR 9159

Cover of The Curse of Blackwood Manor
The Curse of Blackwood Manor
5th Edition
Levels 3–5
72 pages
0

Gothic horror adventure for levels 3-5 set in rural Halruaa. Features a missing child mystery, cursed village, haunted forest, decaying manor, ancient green hag, fey bargains, tragic constructs, moral ambiguity, investigation, exploration, and multiple endings.

Cover of Warrens of the Stone Giant Thane
Warrens of the Stone Giant Thane
4th Edition
Levels 11–17
38 pages
0

To stop a devastating rampage of giants across the land, the party must venture into the lair of the stone giant thane Arnak to uncover the truth about why he has broken his peace with the neighboring dwarves. In the process, they will have the opportunity to retrieve important symbols of the fight against the giants and uncover a dangerous excavation. The adventure is part of the "Against the Giants" series originally by Gary Gygax, hence the writing credit.

Cover of The Tales of the Haunted Ravine
The Tales of the Haunted Ravine
5th Edition
46 pages
0

The Tale of The Haunted Ravine is a Hex Crawl Adventure of Exploration that can be used for any game system but was designed for use with D&D 5e. A Hex crawl map and random roll tables are used to create surprising encounters and mysteries for your players to interact with. Wild necrotic magic, magical mutations, undead, lost souls, and demons all cloaked in a fog fog-choked landscape; forsaken by the gods and scarred by the battle fought here long ago. Will your adventurers survive and escape the Haunted Ravine? Or will they join the legions of cursed souls imprisoned in this corrupted land?

Cover of ROS4 Secrets of the Wildlands
ROS4 Secrets of the Wildlands
AD&D
Levels 6–9
36 pages
0

Chaos reigns outside Roslof Keep, and the spread of the violet corruption runs deep within Mithelvarn's Dungeon. Now, the Company of the Ivory Scimitar must not only face the challenges of the Roslof delve, but will also find the dangers of the Kelmalin Wildlands must be overcome as well if they are ever to get to the bottom of the deadly plague that ravages the land. Time is running out, and only those brave enough will be able to face the horrors of the Glade of the Burning Dead and the dark recesses of The Hill. This adventure is formatted to both 1E & 5E gaming rules. Also available in PDF.

Cover of Torment of the Blood Witch
Torment of the Blood Witch
5th Edition
Level 1
128 pages
0

The town of Proskur has been cut off from the rest of the kingdom of Cormyr by a terrible storm, just as its people begins to suffer from a feinting sickness. Now the crops are failing. Are these the acts of a vengeful god? Or something more sinister? While aiding the good peoples of Cormyr in their plight against goblin hordes, the restless dead, a band of cut-throat pirates and the wilds of the Gritstone Moorland, the adventurers must investigate the true cause behind these calamities while uncovering a century old past, following in the footsteps of a legendary band of knights. Will they bring the fight to the evil hag, Bad Blood Hattie in her accursed Bloodtower lair? Or doom Proskur to become a blighted ruin?

Cover of DDAL04-10 The Artifact
DDAL04-10 The Artifact
5th Edition
Levels 5–10
21 pages
0

An expedition to the Amber Temple reveals another major minion of the enemy and uncovers a secret weapon that may help defeat them. Part Ten of Misty Fortunes and Absent Hearts.

Cover of City of the Spider Queen
City of the Spider Queen
3rd Edition
Level 10
186 pages
0

The Fate of Faerûn Lies in Shadowy Darkness! Daggerdale is reeling from a sudden series of murderous drow raids. As a grave threat to the entire surface world develops in the war-torn dark elf city of Maerimydra, intrepid heroes must discover its source and destroy it, if they can.

Cover of Remains of the Empire
Remains of the Empire
4th Edition
Levels 3–4
26 pages
0

Long ago, when the Dragonborn Empire of Arkhosia thrived, the flying citadel Ustraternes was undone by tiefling magic. Now, a dragonborn zealot with dreams of renewing the lost glory of his ancestors explores the ruins—and unleashes a plague of rampaging drakes on the terrified locals. The story offers PC's the chance to tame a Warwing Drake, disperse a mob, parley with undead, and battle within an alpine meadow that defies gravity.

Cover of The Warrens of Zagash (AA#43)
The Warrens of Zagash (AA#43)
OSR
Levels 6–8
16 pages
0

The dwarves of these mountains are a good and trustworthy folk, friends to both men and elves dwelling in the region. But their ancient homeland hides many secrets that they might otherwise wish forgotten. Recent rumors have surfaced that a long lost dwarven hall has been discovered. There are whispers that the place was once the center of an evil dwarven cult, though the dwarven authorities will say nothing of it. A recently acquired treasure map points to an ancient dwarven tunnel complex. Could this be the place? Are these the dangerous halls that were once the home for a dwarven cult worshipping an entity they called the Earth Dragon? Advanced Adventures #43 The Warrens of Zagash is an OSRIC(tm) module designed for adventurers of 6th to 8th level.

Cover of The Rod of Seraillian
The Rod of Seraillian
AD&D
Levels 6–8
40 pages
0

Travelling long distances is the constant lot of the adventurer. This time, their quest will take them across the sea, and deep into the interior of a country they know little about, to retrieve an artefact stolen by one bunch of clerics from another. Now, we all know that meddling in the affairs of the Gods can be a hazardous affair, but this time the Gods haven't been worshipped for hundreds of years, and their clerics slaughtered each other in a great battle back in the distant past. Maybe this is that adventure we've all been waiting for, where the treasure is just sort of sitting there, and all we have to do is go and get it... A complete 40-page adventure, with stats for the D&D/AD&D games, and background information to use with the Pelinore campaign.

Cover of Dungeon Crawl Classics #8: Mysteries of the Drow
Dungeon Crawl Classics #8: Mysteries of the Drow
3.5 Edition
Levels 7–9
46 pages
0

Originally designed as a convention module, this adventure sends the heroes into the underdark to do battle against the mysterious denizens of the deep! A drow housemistress commissions the characters to acquire a mysterious weapon known to be in the hands of her dark elf enemies. Locating, identifying, and acquiring the magical weapon leads the heroes on a great trek across the underdeep, where they must battle svirfneblin, a powerful lich, and enemy drow. This adventure us specifically designed for play by drow characters, but can be used with any adventuring party. Pregenerated drow characters are included.

Cover of Shattered Souls
Shattered Souls
5th Edition
Levels 5–10
22 pages
0

The Shades of Bodach Ridge Whitepeak has a dark history of black magic originating with the evil witch Skruul the Reaper. The dark rituals she conducted seemed sure to plague the region, until a plucky group of adventurers thwarted her plans sending her into a state of perpetual fractured undeath. Now souls scatter from her old haunt on Bodach Ridge. What could have set these souls free?

Cover of Warlock of the Stonecrowns
Warlock of the Stonecrowns
AD&D
Levels 4–10
64 pages
0

High in the Stonecrown Mountains, a new source of dark magic stirs, wakes, and spreads its wings to shroud the land in shadows. The Warlock of the Stonecrowns, an awnshegh regent who is as evil as he is powerful, is draining other regents' sources of magical power, choking their ability to cast the most powerful form of magic of all - realm magic! If that isn't enough, the Warlock threatens to close the only pass connecting the trade-kingdom of Cariele to the rest of Anuire. An army of orogs and ogres is gathering to the Warlock's banner: Are your heroes equal to the challenge of the twisted magic of the Warlock of the Stonecrowns? This open-ended, "adjustable" BIRTHRIGHT adventure is suitable for use with either mid-level (4-6) or high-level (7-10) player characters. TSR 3110

Cover of DA3 City of the Gods
DA3 City of the Gods
BECMI
Levels 10–14
48 pages
0

New Magic? That's what the flying egg has. New magic unlike any ever encountered in Blackmoor. New magic of a type that could give the fledgling kingdom an important edge in the wars that are brewing on its borders. There are only a few minor problems. Like the fact that the magician who piloted the metal egg to one of Blackmoor's sworn enemies, the monks of evil and eccentric Order of the Frog, are also interested in the magic represented by the egg. And, most important, the fact that the egg came from the distant and dangerous City of the Gods. Set amist the blistered salt flats of the Valley or the Ancients, the City of the Gods is a strange and deadly metal metropolis whose powerful guardians do not welcome intruders. Yet it is to this place of deadly menace that Blackmoor's leaders now send a daring expedition? to bargain for aid in the coming wars? or to steal the magic of the gods. TSR 9191

Cover of House of Cards
House of Cards
AD&D
Levels 9–12
26 pages
0

The fate of a city lies within a dungeon whose doors are sealed with - cards It's up to you to bring it tumbling down. “House of Cards” combined dungeon exploration with the Deck of Many Things to create an adventure experience unlike anything seen before. The deck is both a treasure and a trap, guarding a tomb complex that’s being used by the Night Masks thieves’ guild as a lair. If the PCs want the deck for themselves, they must first gather all the cards, which is easier said than done. - Christopher Perkins Pgs. 38-64