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Cover of FT - Havendale
FT - Havendale
AD&D
Levels 1–5
14 pages
0

A medium sized city is situated between Challenge of the Minotaur and Hall of the Dwarf Lords and is centered on the edge of frontier near the Border Hills. The town is walled and populated my mostly Mountain Dwarves although most races are present and welcome. This area provides an excellent respite for those fresh off the trail of adventure!

Cover of Perfect Timing
Perfect Timing
5th Edition
Level 3
37 pages
0

Once again, Provost Nigel Faurious has tasked the Clifftop Adventurers’ Guild with retrieving an artifact, this time from Daanvi, the Plane of Perfect Order. The party boards the lightning rail in Karrnath, prepared to dive into a deep river gorge in order to make the transition to Daanvi. Before they can do so, however, agents of the Emerald Claw steal the authorization crystals they need to access the plane. The party must race through the lightning rail to retrieve their authorization crystals from the Emerald Claw agents, then make a thrilling plunge at terminal velocity into Daanvi. There, the characters find their plans hampered by endless red tape, and they must navigate the legal system in the most orderly of ways in order to return home with their prize.

Cover of Soul Requisition
Soul Requisition
5th Edition
Levels 9–18
10 pages
0

This quest is for a party looking to regain a character’s soul. A character whose soul has been claimed by another entity cannot be resurrected through standard means. To regain the lost soul, the characters involve themselves in a conflict between a master thief and an archdevil. This quest assumes that the PCs would be willing to form a contract with an infernal entity. Includes a quest-related NPC that a player can control if they're waiting for their character to be resurrected.

Cover of Like Clockwork - A Tome of Foes Adventure
Like Clockwork - A Tome of Foes Adventure
5th Edition
Levels 11–13
12 pages
0

Gnomish tinkerer Antikythera Ulam thought she’d struck upon a clever idea when she constructed a clockwork servant smart enough create other creatures of its own design. However, she soon found that the problem with giving things minds of their own isn’t always the wisest of ideas… Note: This adventure is intended to work with Mordenkainen's Tome of Foes, and requires a copy of the book to run succesfully.

Cover of WS5.5 The Sunken City
WS5.5 The Sunken City
AD&D
Levels 8–11
10 pages
0

The Sunken City is a companion adventure made to go along with events unfolding in Folio #18 (WS5 The Shattered Tower). It contains the information needed to run a side adventure that will help characters in their journey through The Corsair Mists. After completing the tests of The Shattered Tower, the players are invited by the sea elven queen to ward their ship and crew from the Ghost Eye Corruption that lurks within the mists. Plunging into the waters that now cover one of the lost trade cities of Uthoria, the players must overcome a corrupted dwarven temple to find the cure for the contagion before it can take over their ship. This adventure is formatted to both 1E & 5E gaming rules.

Cover of The Feypool Beauty
The Feypool Beauty
5th Edition
Level 5
66 pages
0

Surrounded by miles of hostile swampland, Feypool isn’t a place too many adventurers seek out. But a group of travelers discover that this small duchy is under siege by a strange threat: Marietta Truelight. Otherworldly beautiful and abnormally charming, all but a handful of Feypoolers have fallen under her spell, becoming a fanatical hive mind willing to do anything for her. But Marietta is planning something sinister, the answer buried within Feypool’s superstitions and bleak history. The Feypool Beauty features a number of horror elements including body horror, suspense, intrigue, and some classic tropes similar to body snatchers. What secrets will you uncover? What atrocities of devotion will you witness? And will you be able to resist the influence of the Feypool Beauty?

Cover of MV1 Midnight on Dagger Alley
MV1 Midnight on Dagger Alley
AD&D
Levels 4–6
8 pages
0

As darkness presses into the narrow, muddy alleys of Goldstar, silent shadows slip out of hiding. Now is the hour for cutpurses and cutthroats to creep into the night to do their work. Would-be victims bar their doors and lie sleepless in their dingy hovels waiting for dawn. Your task sends you into this dismal, dangerous place after sundown. No moon lights your steps as you scurry past yowling cats in smoke, fog-filled alleys. Above you and beneath you lurk unseen encounters. Somewhere ahead in the despairing gloom lies your goal, if you can survive Midnight on Dagger Alley. TSR 9104

Cover of OP13 - Pursuit of Jessy Jane
OP13 - Pursuit of Jessy Jane
5th Edition
Levels 4–5
2 pages
0

Your time at the Riverside Cafe is cut short as you witness the wanted criminal Jessy Jane tearing through the area. As the guards fumble the pursuit you recall a hefty reward for this nefarious woman. What the hell, the Etharia Tea was too hot anyway. Rising from your seat, you head off after the woman!

Cover of Monkey Wrenches
Monkey Wrenches
5th Edition
Level 3
16 pages
0

As iron is eaten away by rust, so the envious are consumed by their own passion. — Antisthenes The destruction of Cyre and creation of the Mournland marked the end of The Last War. Since then, a towering wall of mystic fog has covered what used to be the nation of Cyre. Those who have ventured inside and made it out have spoken of unusual beasts, wild warforged, and other strange occurences. Most stay away. Others dedicate their lives to plundering the mysteries beyond the veil. House Cannith is the House of Making and, despite being split over the destruction of their homeland, they are still very adamant about keeping their monopoly over arcane creations and are very suspicious of anything coming out of the Mournland. Recently, rumours reached the heads of the Cannith South enclave that some scavengers working for the Daask organisation actually captured living spells from inside the Mournland and brought them back to Sharn for study, taming, and who knows what else. Now Cannith employs independent contractors to enter the secret lab, and destroy the research and its future. Another group will hunt down the actual scavengers and eliminate the spells themselves. This adventure takes place in Sharn, the City of Towers, some time before the formation of the independent adventurers organisation by 'The Twelve'. It is an infiltration mission in hostile territory which includes some investigation, maybe a bit of socialising, and some quick dungeon-crawl elements. It is designed for multiple possible endings. In my mind, this adventure is E for Everyone and doesn't contain anything dark, NSFW, or triggering beyond any other standard D&D adventure.

Cover of HOF3 - Grand Bazaar
HOF3 - Grand Bazaar
5th Edition
Level 1
18 pages
0

Almost every larger city has one...a Grand Bazaar! This supplement spells out a large group of booths available at a standard open market. Three different sizes of marketplaces have also been included for various metropolitian areas. While this product isn't an adventure it doesn't mean that information FOR adventures can't be located here...This supplement was designed with role players in mind that enjoy the banter!

Cover of DDAL08-12 Xanathar's Wrath
DDAL08-12 Xanathar's Wrath
5th Edition
Levels 5–10
30 pages
0

This couldn’t get worse. The key you are searching for has fallen into the hands of the eye tyrant of Skullport himself. Now you just need to rob Xanathar without getting disintegrated. Part Three of the Skullport Shakedown trilogy. A 2-4 Hour Adventure for Tier 2 Characters. Optimized For: APL 8

Cover of Blood & Gold
Blood & Gold
5th Edition
Level 6
9 pages
0

Blood and Gold is an adventure involving crime, drugs and vampires. The quest takes place in an urban area and can be played in any (low) fantasy campaign setting. This scenario features a new captivating and deadly drug. The storyline is hardboiled and probably better fitting for characters of low morality, who won’t take to heart when it comes down to beating people in order to extract information and working for thugs and criminals. Still, the party can be kindhearted and their reasons for meddling with a shady crowd can be for a just cause. But by the end of the day, they themselves will be tempted with the pleasures of sinister life. Adventure Synopsis: Vampire Aris is a self-proclaimed prince of thieves and murderers. He is a ruler of the underground and a demon of night. Aris rose to power through gold and a drug he created from his own blood. Red Sinew is highly addictive, but gives pleasure mortals can’t resist. Aris is a sole vampire who knows how to create this potent toxin, or at least that’s what he thinks. Couple of months ago, his business got stale. There is a new dealer on the street who did not only steal Aris’ local customers but also his exporters. The ancient Vampire is furious as his dominion is shaken. He is set on revenge and blood will be shed, mortal and immortal alike. Published by: Adventurer's Inn

Cover of Barnacus: City in Peril
Barnacus: City in Peril
AD&D
Levels 1–5
12 pages
0

In the kingdom of Keystone, at the mouth of the Manyforks River, stands the port city of Barnacus. It was founded two hundred years ago, and its strategic military and commercial location has made it the second most important city in the kingdom. The city is under the rulership of Haermond II, Duke of the province of Elcadan, a half-elf of high esteem who has been in charge for more than a century. His outstanding commercial politics have made the city very prosperous; almost every trade company in this part of the continent has a counting house in the port of Barnacus. Because of this prosperity, the city has suffered many pirate raids, and thieving activity is a fact of life for residents and visitors alike.

The Lost Tomb of Queen Rhawen
OSR
Levels 2–4
8 pages
0

The Ocaulin Cult has stumbled upon the tomb, seeking to awaken an abomination known as the Spawn of Ocaulin. They have kidnapped a merchant’s daughter, Mornea, to serve as the final sacrifice for the creature. Meanwhile, undead have escaped the tomb, plaguing nearby settlements. The PCs must navigate the dangers of the tomb, confront the cult, and prevent the Spawn of Ocaulin from being unleashed upon the world. Multi-level tomb filled with traps, and undead guardians. Dynamic events and rumors in the City of Omere

Cover of The Forgotten Temple
The Forgotten Temple
5th Edition
Level 9
25 pages
0

In the fortified city of Port Nyanzaru the situation grows volatile. Reports of mysterious strangers from unknown lands, that are trespassing forbidden holy grounds far within the jungle, have caused great turmoil in the city’s foreign relations with the local tribes. The players must travel through the deadly jungles of Chult towards the ruins of ancient Mezro, and confront an ancient religious sect of gruesome practices, charged with keeping imprisoned the right-hand servant of a Primordial evil- Dendar the Night Serpent. Will the ancient evil be unleashed once more in the world, or will the heroes be victorious? The fate of the world lies on their hands.

Cover of A Mess to Clean
A Mess to Clean
5th Edition
Level 3
8 pages
0

A member of the Thieves Guild Ebonclad has betrayed the guild and left a trail of bodies in his wake. The incident leaves the guild in a vulnerable position, and now a cleaning crew is necessary to find the rogue agent and cover the guild’s tracks. The party has to track down and eliminate Rikus Nickol, a guild defector. Rikus violated the honor among thieves when he murdered his teammates and made off with an enigmatic coral tablet that they were sent to steal from a building on the Ohlrise campus. The party is encouraged to retrieve this tablet as well, though eliminating Rikus is the most important goal. The party plays the role of investigators. The mission primarily deals with investigating a botched job on the Ohlrise (College/Wizard) campus, though it culminates in searching for a thief who defected from the guild. The characters are confronted by the rogue agent, forcing them to react to the situation as it unfolds.

Cover of Irtep’s Dish
Irtep’s Dish
5th Edition
Levels 6–8
18 pages
0

Irtep’s Dish is an adventure for characters from 6th to 8th level. This adventure requires the skills of a rogue or some other expert at traps, a cleric or character that can heal allies and offer beneficial bonuses to the team, a wizard or other master of the arcane arts, and a fighter to take care of “the heavy lifting.”

Cover of Fires of Dis
Fires of Dis
AD&D
Levels 5–9
74 pages
0

In the Outer Planes, a holy sword can be a fiend's best friend, especially when the owner wants it back? Sneaking into the second layer of foul Bagtor ain't easy, but with a little help from the right high-up men, it can be done. 'Course, exactly who the right high-up men are can give a basher pause, so it's often best not to ask. But there's a sword to be found, and bloods needed to find it. Truth is, those who don't end up lost are sure to find out that no good deed goes unpunished! Fires of Dis is a Planescape adventure for four to six characters of 5th to 9th levels. From Sigil, the City of Doors, the heroes plunge head-first into a dangerous journey across the Outer Planes. Their quest for a stolen sword leads them to the hostile gate-town or Ribcage, the treacherous plane of Baator, and the disciplined burg of Fortitiude - a gate-town teetering between two planes, just waiting for something to tip the scales. Your player characters need wits as keen as their steel to brave the fires of Dis and survive!

Cover of Lore of Aetherra: The Lost Druid
Lore of Aetherra: The Lost Druid
5th Edition
Levels 1–5
265 pages
0

Lore of Aetherra: The Lost Druid is an award-winning 5th Edition adventure designed to bring characters from level one to five, and is the first in an expansive 4-book saga of science-fantasy adventures that will take your players to level 20. Fano. Things here haven't always been so grim. Time and chance have conspired to transform this once magnificent city upon the lake into a run-down sanctum for the destitute and depraved alike. Those who would see Fano renewed seek a lost druid who brings with him the hope to restore the city to its former glory and awaken the ancient technology hidden deep within its constructs. Could Fano's awakening usher in a new era of peace and prosperity, or will it unearth a conspiracy lurking in the shadows? Lore of Aetherra: The Lost Druid is a 5th Edition adventure designed to bring characters from level one to five, and is the first in an expansive 4-book saga of science-fantasy adventures that will take your players to level 20. A uniquely immersive RPG experience, The Lost Druid employs a myriad of digital content that can be experienced using the Alchemy RPG platform. Enjoy a cinematic storytelling structure, breaking chapters into scenes supplemented by expansive soundscapes, dynamic musical scores, voice-acted flavor text, and environmental motion graphics. 2023 IPPY Awards Winner: GOLD in Reference Product Contents: Over 250 Pages Over 2 hours of Audio Content 5 Premade Player Characters 6 Side Quests 7 Tavern Mini Games 35 New NPCs and Monsters Maps: 8 area, 1 city, and 1 region New Backgrounds, Spells, and Magic Items Over 60 NPC Profile Blocks AI Combat Tactics for Every Encounter Published by HITPOINT Press

Cover of Fallen Angel
Fallen Angel
3.5 Edition
Level 3
12 pages
0

On Olarune 9th in the 918th year since the founding of the Kingdom, one of the city of Sharn's floating towers fell from the sky, crusing much of the Godsgate District. Now, a band of bestial savages searches Godsgate for the remnants of a broken statue, pulling the PCs into a plot that could destroy Sharn itself. The city of Sharn is one of the wonders of Khorvaire. Its towers seem to touch the sky, rising up more than a mile from the shores of the Dagger River. But it takes more than stone and steel to support the spires of Sharn: the area is suffused with mystical energy drawn from the plane of Syrania, which empowers all forms of flight. Yet with such wondrous inventions come wondrous tragedies, for when the magic of a flying tower fails, it has to land somewhere... Pgs. 18-29