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Cover of Pathfinder Adventure Path #34: Blood for Blood (Kingmaker 4 of 6)
Pathfinder Adventure Path #34: Blood for Blood (Kingmaker 4 of 6)
Pathfinder
Level 10
96 pages
0

A Pathfinder Roleplaying Game adventure for 10th-level characters, this volume of Pathfinder Adventure Path is part 4 of 6 of the Kingmaker Adventure Path, in which the heroes win and defend a small kingdom from threats foreign and domestic. PCs should advance to 13th level by the end of this adventure. “Blood for Blood” begins with the PCs having returned home from solving the mystery of the Varnhold Vanishing. Shortly after their arrival, they learn that new problems have developed during their absence—there are rumors of an army marching toward their nation!The PCs race to the village of Tatzlford, where they help defend the village from an attack by a small but earnest force of bandits, barbarians, and several lumbering trolls after being warned in advance by a troubled woman who has fled from Fort Drelev to the west. Following the skirmish, she pleads with the PCs to save her father and sister from peril.From there, the PCs strike out into the swamplands of the Slough to the west, exploring new lands and finding opportunities to make new allies and eliminate long-term threats to the region. Their initial goal, though, should be infiltrating Fort Drelev, where they’ll have a chance to confront the traitor Drelev with his crimes and rescue the Fort’s beleaguered settlers. During this time, the PCs learn where Armag’s tribe has been holding the daughters of Drelev’s senior officers hostage. Arriving at the ancient site, the PCs attack Armag’s barbarian encampment and overcome the sinister powers of the Black Sisters to free the girls. Then, entering the tomb, they face deadly traps, ancient undead horrors from a war-torn age, and the trials of the tomb’s immortal, divine guardian. In the final chamber, the PCs encounter Armag himself, armed with the ancient sword of his namesake.

Cover of The 384th Incarnation of Bigby's Tomb
The 384th Incarnation of Bigby's Tomb
AD&D
Levels 15–25
10 pages
0

You possess a map to the tomb of the cursed archmage Bigby. Legend has it that the dungeon itself changes, altered by a powerful artifact and changed each time the tomb is entered. Some tales say that Bigby is trapped in magical stasis seeking something to prolong his life. All agree that great treasure and magic lie within if you are brave enough to face the hazards.

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 O1 The Gem and the Staff
O1 The Gem and the Staff
BECMI
Level 8
32 pages
0

A One-on-One Competition Module for Thieves Level 8 Your peaceful evening has been interrupted by an unusual request. As a thief, your skills are unmatched, but can you rise to the challenge of thieving for a powerful and frightening wizard? Do you have a choice? The Gem and the Staff is a special One-on-One competition module designed for one player and on Dungeon Master. The Module contains two separate scenarios, so you can switch roles with the other player after the first adventure. Scoring sheets and encounter summaries are provided for each adventure to make running competitions quick and simple. Character figures and a map book are also provided to help visualize the adventures. The player's maps are designed so you can see the rooms as they would appear. Complete DM's Maps are included. TSR 9050

Cover of Weave of the Dread Mythal
Weave of the Dread Mythal
5th Edition
Levels 1–3
117 pages
0

Weave of the Dread Mythal is a 1st-6th level Dungeons and Dragons 5e campaign that takes players on a journey of peril and intrigue across the Evermoor. Part story driven campaign, part sandbox, this adventure will give you tools to make the Evermoors come to life and a brutal and unique campaign to run within it. Your players will face the ire of hostile factions and their conflicting desires, the excitement and danger of ancient Netherese ruins and artifacts, and inevitably, the undead army of the Weaver, a wicked necromancer obsessed with becoming the new demi-god of undeath. This campaign also includes separate, full-size battlemaps that are made for use with Roll20 and other VTTs.

Cover of Into Wonderland
Into Wonderland
5th Edition
Levels 8–14
240 pages
0

Into Wonderland is a book detailing an adventure in the Feywild, a setting for Dungeons and Dragons 5th Edition. This book provides player options, encounters, variant rules, and a campaign of expeditions into the unknown centred around the city of Endercoast that has been spirited away from the Material Plane. To survive, you'll need to balance the needs of the displaced city with the mercurial whims of four powerful archfey. What's Included? - Endercoast, a city plucked from its roots and replanted in the Feywild - Quirks of the Feywild, including four powerful archfey, a guide for creating new archfey, rules for travel using emotional truth instead of maps, chaotic seasonal and magical effects, pranks, consequences for getting lost, and 14 weird stops along the way - New races - New subclasses - New backgrounds - New feats - New spells - Fantastical questlines taking a party through the courts of the archfey and on magical journeys inspired by the fairy tales of the Brothers Grimm - A whole heap of chaotic encounters with strange fey creatures - Dozens of new monsters, including 8 ancient beasts, 3 dangerous plants, 4 extremely powerful archfey, a bunch of NPCs based on the new subclasses of the book, creepy new fey like the darkwood stalker and the time vulture, a powerful hag, and more

Cover of Pathfinder Adventure Path #32: Rivers Run Red (Kingmaker 2 of 6)
Pathfinder Adventure Path #32: Rivers Run Red (Kingmaker 2 of 6)
Pathfinder
Level 5
100 pages
0

A Pathfinder Roleplaying Game adventure for 4th-level characters, this volume of Pathfinder Adventure Path is part 2 of 6 of the Kingmaker Adventure Path, in which the heroes win and defend a small kingdom from threats foreign and domestic. PCs should advance to 7th level by the end of this adventure. The PCs receive a shipment of funds, materials, and colonists from Brevoy and beyond, along with instructions to build a town and attract more pioneers to their nascent country. Having already explored the northern reaches of their new domain, the PCs must now venture into the wilds to bring the rule of law to the south. Wicked fey inhabiting a ruined keep, undead haunting an ancient barrow mound, and others must be defeated to make the region ever more secure. Along the way, the PCs might also have the opportunity to ally themselves with some of the region’s local residents, including the dryad druid Tiressia, her satyr consort Falchos, and a band of gnome explorers called the Narthropple Expedition. In addition, the PCs will be called upon to mediate between two rival factions in the area: a group of independent loggers and the angry fey sorceress who opposes them. As they explore, evidence that a group of trolls is stirring up trouble in the region becomes apparent. Meanwhile, the PCs must deal with events within their burgeoning kingdom—a rabble rouser seeks to oust the PCs from their positions of power, the secretive cult of the hag goddess Gyronna has infiltrated the town, and a werewolf is preying on the townsfolk. All of these events build to the adventure’s twin climaxes: the sudden assault on their capital city by an owlbear of unprecedented size and the expansion of Hargulka’s trolls into the north. Faced with danger on multiple fronts, the PCs must draw upon all of their resources and bravery to become the undisputed rulers of the Greenbelt.

Cover of The Halls of Beoll-Dur
The Halls of Beoll-Dur
AD&D
Level 8
17 pages
0

Built into what was thought to be an inactive volcano, the Halls of Beoll-Dur were created as an isolated training ground for dwarven clerics. However, upon their mountain shaking itself awake the dwarves discovered that they shared the mountain with something far more sinister. Few escaped to tell of the massacre as an horde of salamanders rising from the fiery depths, claiming the halls for their king. Now the temple sits desecrated, waiting for the day that hero's will purify it of the evils within. Pgs. M1-M16

Cover of FRQ2 Hordes of Dragonspear
FRQ2 Hordes of Dragonspear
AD&D
Levels 10–12
34 pages
0

Dragonspear Castle. All who live within several hundred miles have heard the name and know its import. Once home to the proud and the brave, it stands now a ruin, cloaked behind a history of murder and diabolic plots. Few go there, for the only reward to be found is death. Rumors abound that Dragonspear holds a portal to the sinister planes, but until now those have been unfounded. Following a great battle against orcs and trolls from the High Moor who had taken possession of the castle, a temple to ward against further evil was established. However, by the Time of Troubles, that temple and its clergy had disappeared. Now, a horde of fiends and monsters has amassed at Dragonspear Castle, and it terrorizing the surrounding countryside. The portal is active, that is for certain. The army of Daggerford needs reinforcements! Is you party made of the stuff of heroes? Hordes of Dragonspear can be played using either the Battlesystem miniatures rules, or the quick combat resolution system found in DMGR2, The Castle Guide. Alternatively, a few simple changes render the entire module playable without any special rules. TSR 9369

Cover of The Pod-Caverns of the Sinister Shroom (AA#1)
The Pod-Caverns of the Sinister Shroom (AA#1)
OSR
Levels 2–4
14 pages
0

Strange doings are underfoot in the wild hills bordering the realm of decent and civilized folks. Villagers and cattle have gone missing; woodcutters have disappeared; misshapen beings have been seen shuffling through the forests. Some brave villagers have tracked a group of stolen oxen as far as the rocky banks of a small river in the hills. The trail disappeared down into a fissure in the limestone rock, where a fast-running stream plunges down to the dark caverns below. Gird your loins, stand behind the dwarf, and get ready to face The Pod-Caverns of the Sinister Shroom!

Cover of X1 The Isle of Dread
X1 The Isle of Dread
BECMI
Levels 3–7
32 pages
0

One of the original D&D classics, "The Isle of Dread" is a hex crawl wilderness adventure. It focuses on surviving primitive beasts, dinosaurs, and pirates while uncovering the mystery of the island's inland city, where a great treasure awaits. From the cover: "This module contains maps and background material for the Isle, fifteen new monsters, and suggestions for further adventures. In addition, The Isle of Dread contains a map and background information for a large continent, and eleven smaller maps for encounters on the island itself. In this module, players will push their way through dark jungles and treacherous swamps to discover the lost plateau, and the final secrets of - the Isle of Dread!" TSR 9043

Cover of Nettles in the Fey
Nettles in the Fey
5th Edition
Level 4
50 pages
0

An inexperienced eladrin leader leaves herself dangerously exposed to her enemies. An exiled hag schemes to rebuild her army. A bog troll conspires to overthrow. A child is kidnapped. PCs find themselves in the middle of a power struggle between competing forces, each seeking to dominate the feywild territory known as the Unbound Regions. Trapped in the feywild until they complete the quest, the adventurers must deal with the curious culture of the fey by striking deals, battling opponents, and ultimately deciding which competitor they will support.

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 ROS2 The Tremors in the Machine
ROS2 The Tremors in the Machine
AD&D
Levels 3–5
40 pages
0

A series of small earthquakes have brought a sense of disquiet to the town of Daern Kelton and Roslof Keep. Against these strange earthly portents, the members of the Ivory Scimitar have claimed their place as a true Mithel Company, but even greater danger now awaits them in the second level of the Dungeon of the Black Fey Mithelvarn. What lost secrets will be revealed as they journey below? What new threats and adventures can be had in Daern Kelton? The town opens its doors to the brave new heroes of the Company of the Ivory Scimitar. Here continues the Roslof Keep Campaign in the pages of ROS2, The Tremors in the Machine. This adventure is formatted to both 1E & 5E gaming rules. Also available in PDF.

Cover of O2 Blade of Vengeance
O2 Blade of Vengeance
BECMI
Level 7
28 pages
0

You are Erystelle of Dorneryll, famed elfin champion and magic-user. After years of adventuring, you have come home to the Emerlas - the hauntingly beautiful elfin woodland at the tip of Canolbarth forest. A place of legends and of peace. The journey has been long, but soon the winding forest track will bring you to Dorneryll, the majestic oak tree home of your childhood. Ahead, you glimpse a plume of smoke curling lazily into the sky. Dorneyll is close, and your mind floods with thoughts of home. Suddenly, your reverie is shattered! The thin plume of smoke is gone, an in its place a column of red flame leaps high among the trees. Dorneryll is under attack! Gripping your lance, you urge your mount into a gallop. Starbow surges forward; your war dogs close on her heels... Blade of Vengeance is an adventure for one player and one dungeon master, featuring a lone elf against the forces of evil. Can you save the Emerlas from destruction? The answer waits inside. TSR 9108

Cover of XL-1 Quest for the Heartstone
XL-1 Quest for the Heartstone
BECMI
Levels 5–10
32 pages
0

The King is dead! And the queen is in trouble. She has chosen you to find the fabled heartstone, which is buried somewhere deep in the Mountains of Ice. Is the gem I the hands of the corrupt Master Thief? Has he harnessed its powers for his own vile purposes? Or does it lie unguarded in the frozen ranges to the north, which teem with horrible creatures? This is your kind of quest! Quest for the Heartstone is a combined wilderness/dungeon adventure designed to be compatible with the Advanced Dungeons & Dragons Action Toys from LJN Toys, Ltd. and the Advanced Dungeons & Dragons Fantasy Adventure Figures from TSR, Inc. The adventure also includes complete maps, new monsters and players' illustrations. Will the heartstone be the key to peace in the kingdom? By her majesty's request... it's up to you to find out! TSR 9114

Cover of Against the Giants: The Liberation of Geoff
Against the Giants: The Liberation of Geoff
AD&D
Level 8
96 pages
0

A Ravaged Land... Villains that really are larger than life... A time for heroes... A decade ago, the land of Geoff was overrun by a horde of giants, ogres, and evil humanoids, its people either slain, enslaved, or driven into exile. Now at last the tide has turned. The time to free the people of Geoff from their servitude to the giantish tyrants has come! But don't forget to watch your step when you confront the true masters behind the giant Clans! Contains the full text of three classic adventures by Gary Gygax: G1, Steading of the Hill Giant Chief; G2, The Glacial Rift of the Frost Giant Jarl; and G3, Hall of the Fire GIant King. Details Eighteen new encounter sites in the war-torn land of Geoff, linked together to form a grand campaign. Provides dozens of hours of gameplay as the heroes struggle to free an entire country from the grasp of giant overlords. TSR 11413

Cover of Cult of the Hungry Eye
Cult of the Hungry Eye
3.5 Edition
5 pages
0

Akeni was born a servant to a powerful drow family deep underground, but her personality was anything but servile. When she was caught in an affair with the house matron's mate, she killed the matron and her own paramour and fled, eventually stumbling into the lair of a powerful beholder mage named Ormathulak. Akeni knew immediately that the creature was just the ally she needed to wipe out her hated family. Pgs. 56-60

Cover of Tortles of the Purple Sage - Part 1
Tortles of the Purple Sage - Part 1
BECMI
Levels 4–10
23 pages
0

Part 1 of an Expert-level quest into a hostile wilderness. This adventure takes place in the Known World of the D&D game, as outlined throughout the D&D game rule books and modules. The DM may find it useful to consult the Companion and Masters Sets, as well as most of the X-series of Expert Set modules. D&D Expert Set module X9, The Savage Coast, would be especially helpful, as Tortles of the Purple Sage could easily serve and continue that module's direction and plot like, adding a previously undescribed area (the Great Northway) to the Known World. The DM may also place the areas and events of this adventure within an existing campaign setting, as long as the geographical areas of the campaign match those set forth here. Pgs. 40-62

Cover of Pool of Radiance Attack on Myth Drannor
Pool of Radiance Attack on Myth Drannor
3rd Edition
Level 6
96 pages
0

Evil Reigns in the Elven Ruins Where elves once built the shining city of Myth Drannor, demons and devils now prowl in search of prey. Ancient evil slumbers beneath mossy stones, waiting for those foolish enough to venture within its grasp. Bold swordsmen, stealthy rogues, and skillful wizards have all met their end within the walls of Myth Drannor. But the lure of the city's magical treasures still draws heroes and villains alike to tempt death—or worse. Drawn by the dream of limitless magical power, the Cult of the Dragon has carved out a secret stronghold in the heart of the ruins. Using the power of a corrupted pool of radiance, the Cultists stand poised to attain their goal of subjugating all of Faerûn... unless a group of brave heroes can stop them first.