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Cover of Hour of the Knife
Hour of the Knife
AD&D
Levels 4–6
64 pages
0

A madman stalks the fog-shrouded streets of Paridon, killing with gruesome precision - and always at midnight. A party of brave adventurers witnesses the most recent of these brutal murders. Now that they've seen the killer's face, they're sure to be his next targets. Who can be trusted in this city where the residents are not what they appear to be? Those who dare to track the killer will find strange allies - and even stranger enemies. The adventurers must investigate the ancient mystery behind the murders that take place when the clock strikes the "Hour of the Knife." This 64-page adventure includes a full-color poster-sized map of Paridon. The adventure is based on the popular RPGA Network tournament by Bruce Nesmith. TSR 9456

Cover of GC17 - Infiltration of Taco Del Toro
GC17 - Infiltration of Taco Del Toro
5th Edition
Levels 3–5
34 pages
0

His holiness has summoned you to the great temple and asks a favor of you. He has explained that national spies have tracked down the notorious pirate/criminal, Molon Labe, has pulled into the port of Taco Del Toro. As an enemy of the state, the religious leader demands that he be taken alive. He has obtained a privateer to take you to the city known to be frequented by pirates and their ilk in order to catch the individual. He warns you that nothing good survives in the island city and to watch your back as you make your way through the mean streets!

Cover of The Night Auction
The Night Auction
5th Edition
Level 10
17 pages
0

Adventure Synopsys: The players are hired to investigate the death of the drowned sailor. Following the clues, the PCs discover more deaths, all linked to an event happening that very night, The Night Auction. The prized item of the night, the Demon Egg, has the power of birthing a powerful fiend into the mortal realm. As the PCs follow the trail of blood, they finally encounter the mysterious Houndmaster. As men die and bids raise the price of mortal life, who will remain to snatch the egg and claim the demon’s might? GM’s word: This adventure features social, investigative, puzzle and combat challenges, all wrapped in an exciting noir story. The villain designed for this adventure posses new unique abilities to test your players’ combat prowess. There are drawings, NPC portraits and puzzle handouts! Last but not least, The Night Auction features 5 brand new original and wicked items!

Cover of Battle for the Undercity (5e)
Battle for the Undercity (5e)
5th Edition
Levels 7–9
16 pages
0

𝐁𝐚𝐭𝐭𝐥𝐞 𝐟𝐨𝐫 𝐭𝐡𝐞 𝐔𝐧𝐝𝐞𝐫𝐜𝐢𝐭𝐲 is a 𝐃&𝐃 𝟓𝐭𝐡 𝐄𝐝𝐢𝐭𝐢𝐨𝐧 adventure designed for a DM’s use in any 𝐅𝐨𝐫𝐠𝐨𝐭𝐭𝐞𝐧 𝐑𝐞𝐚𝐥𝐦𝐬™ campaign. It was designed and written by writer, editor, and developer Monica Valentinelli (𝐅𝐢𝐫𝐞𝐟𝐥𝐲 𝐑𝐏𝐆, 𝐕𝐚𝐦𝐩𝐢𝐫𝐞: 𝐭𝐡𝐞 𝐌𝐚𝐬𝐪𝐮𝐞𝐫𝐚𝐝𝐞 𝟐𝟎𝐭𝐡 𝐀𝐧𝐧𝐢𝐯𝐞𝐫𝐬𝐚𝐫𝐲 𝐄𝐝𝐢𝐭𝐢𝐨𝐧, 𝐚𝐧𝐝 𝐇𝐮𝐧𝐭𝐞𝐫 𝐭𝐡𝐞 𝐕𝐢𝐠𝐢𝐥 𝟐𝐧𝐝 𝐄𝐝𝐢𝐭𝐢𝐨𝐧 𝐥𝐢𝐧𝐞𝐬), with rules and editing by developer, writer, and editor Scott Holden (Scarred Lands RPG, Ravenloft RPG, EverQuest RPG, and EVE Online). 𝐁𝐚𝐭𝐭𝐥𝐞 𝐟𝐨𝐫 𝐭𝐡𝐞 𝐔𝐧𝐝𝐞𝐫𝐜𝐢𝐭𝐲 takes place underground in a section of a major city. The party will navigate sewers, worked tunnels, forgotten crypts, and freshly dug passageways to fend off adversaries in order to rescue hostages and return them safely to the surface unharmed. Can your party emerge victorious and save the day? 𝐈𝐧 𝐭𝐡𝐢𝐬 𝐚𝐝𝐯𝐞𝐧𝐭𝐮𝐫𝐞 𝐲𝐨𝐮 𝐰𝐢𝐥𝐥 𝐟𝐢𝐧𝐝: * Adventure background and hooks * Map to the Undercity * Detailed location guide * Suggestions to increase and decrease the Challenge Rating * Advice to customize the adventure to your party * New! Crimson Coins thieves' faction and characters * New! Ten Legs tribe, Goblin Beast-Master, and Beast-Rider monster variants * New! Corrupted Shield-Guardian monster variant * New! Ancient Revenant monster variant This adventure includes three, separate three-to-four hour long missions that can be run in any order, depending upon the needs and composition of your party members. While this was designed as an adventure module for 7th- to 9th-level characters to be run in the recommended timeframe, you will find notes to adjust the missions to increase or decrease their difficulty and length. 𝐀𝐛𝐨𝐮𝐭 𝐭𝐡𝐞 𝐚𝐮𝐭𝐡𝐨𝐫: Monica Valentinelli writes stories, games, essays, and comics about magic, mystery, and mayhem. Find more titles by Monica on 𝐃𝐫𝐢𝐯𝐞𝐓𝐡𝐫𝐮𝐑𝐏𝐆.𝐜𝐨𝐦 and 𝐃𝐫𝐢𝐯𝐞𝐓𝐡𝐫𝐮𝐅𝐢𝐜𝐭𝐢𝐨𝐧.𝐜𝐨𝐦.

Cover of The Forgotten Forge
The Forgotten Forge
3.5 Edition
Level 1
11 pages
0

Designed as an Introduction to the world of Eberron and is intended for a party of four 1st-level characters. This adventure takes place in Sharn, the city of Towers. It begins, as many incidents in the City of Towers do, with a corpse. A warforged assassin, a mysterious blank book, and an offer from a House Cannith heir leads the adventures into the depths of Sharn--eventually to an ancient ruin dating back to before the creation of the Kingdom of Galifar. Along the way, if the adventures are successful, they recover a lost schema--a part of a pattern used by artificers to craft magic items. They also learn that many different agencies are interested in this relic, including those loyal to the various House Cannith elders and agents of the infamous Lord of Blades. Pgs. 307 - 317

Cover of Acid Metal Howl
Acid Metal Howl
5th Edition
Levels 5–8
48 pages
0

In the deep desert lies the dead city of Yumar, the source of countless bizarre rumors. Was it destroyed by a demonic metal sphere? Did it sink into a pit of acid? Were its people transformed into cursed beasts? Is it ruled by vicious thieves or mad nuns? In fact, the only thing stranger than what happened to Yumar a century ago is what will happen a few days from now... ADVENTURE TYPE: Medium Sandbox City / Ruin DESIGN NOTES: This adventure is intended for characters levels 5 to 8. It includes a ruined city, shrine, wizard tower, menagerie, several factions, and the surrounding wilderness. Each area contains various encounters and unique items. There are many opportunities for combat, but it is possible for players to explore most areas and complete many interactions without any combat at all, depending on their choices. INCLUDES: Story hooks, dialogue prompts, random encounters, factions, illustrations, stat blocks, original creatures and treasures, and overview maps. KEYWORDS: city, ruin, celestial, angel, dwarf, dwarves, miner, thief, thieves, cleric, nun, shrine, adamant, adamantine, lycanthropy, mind control, nightmare, mutation, mutant, wizard tower, menagerie, body horror

Cover of Drums at Daggerford
Drums at Daggerford
5th Edition
Level 5
160 pages
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 Tessa's Gambit : A Thieves Guild's Civil War
Tessa's Gambit : A Thieves Guild's Civil War
5th Edition
Level 3
24 pages
0

Mystery, intrigue, infiltration. The inner politics of an active thieves Guild. The Thieves Guild Fence, Tessa, knows the head of her Guild is trying to kill her. But there is more at stake than their lives, the very soul of the Guild is in peril. Tessa turns to a party of adventurers to find evidence of the Guild Master's betrayal, uncover his shadowy benefactor, and support her in an All-Masks meeting to determine the fate of the Misbegot Thieves. As well as an adventure, this book can also be used to give you the framework of a Thieves Guild in an agnostic setting and offer quest seeds for follow up quests working to get the Misbegot Thieves Guild back on track. Sharpen your knives and prepare for war.

The Margaster Heist
5th Edition
Levels 6–7
14 pages
0

A reclusive widow is in over her head with supernatural forces. Discover the twisted secrets of the Margaster family and put an end to an evil threat before it overruns the city! The party's plans to steal some magic items from a rich noblewoman go awry when they find out she's made a horrible deal with a fiend to smuggle an army of Cambions into the city, bypassing Silverymoon's protective wards. Can the party stop her and defeat the fiends, or will they end up as a few more human sacrifices? This is as an expansion for Storm King's Thunder, but can easily be dropped into any campaign. Made for a party of 3-4 characters around levels 6 or 7. Content Warning! This adventure is pretty dark, and may not be suitable for all tables. The adventure's backstory involves a woman being driven mad by bearing fiendish children.

Cover of 5e Arena
5e Arena
5th Edition
Levels 1–5
? pages
0

5e Arena is a pit-fighting game based on the rules of the RPG that's synonymous with fantasy adventure. Choose the rank of competition, then battle against three foes back-to-back to win fame, gold, and perhaps more. This game is designed to be compatible with your at-home or online campaign. You can play between sessions or (with your GM's permission) while other players are shopping, crafting, or role-playing. The game is designed for characters from level 1 to level 3, but higher-level characters could still find a challenge by playing multiple ranks without a rest. Each rank takes about 10-15 minutes to complete. Features Keeps track of enemy rolls and abilities Provides gridded maps for each encounter Easy tracking of enemy HP Unique backstory for every opponent Opponent strategies intelligently change with context Mobile-friendly Online Play Only!

Cover of Spears of Glip Dak: Four Adventures
Spears of Glip Dak: Four Adventures
5th Edition
Levels 1–10
124 pages
0

Inside this full-color, 124-page anthology you’ll find four best-selling Adventurer’s League quests for level 1-10 characters set in the hobgoblin fortress of Glip Dak. Also included are instructions on how to weave these adventures into an ongoing story arc as part of your campaign. Tier 1 (Level 1-4): Glip Dak (CCC_GLIP-01-01) The Kroth Magg hobgoblins run the trade city of Glip Dak in the Troll Hills of Thar. From there they have taken control of the trade routes along the northern Moonsea. A young noble has been captured for refusing to pay their tariffs and his house looks to hire adventurers to rescue him. Beneath Glip Dak (CCC_GLIP-01-02) A series of unusual heists has both the thieves’ guild and city guard scrambling to uncover the culprits before the burglaries destabilize the thriving trade within the city, threatening the budding kingdom the Kroth Magg have fought and died to forge. Citadel of Vlaakith (CCC_GLIP-01-03) The adventurers are tasked with rescuing a group of heroes who vanished in the pearlescent fortress that manifested on the border between the Kroth Magg kingdom and the Varkonin empire in the Steppes of Thar. Tier 2 (Level 5-10): Blue Scales (CCC_GLIP-02-01) A behir has been hired to destroy the herds of aurochs necessary to feed the hobgoblin city of Glip Dak. Patrols and scouts continue to go missing, forcing the hobgoblins to hire mercenaries to track this behir as they recall their troops to the capital to maintain order as food riots break out.

Cover of CCC-GLIP-01-01 Glip Dak
CCC-GLIP-01-01 Glip Dak
5th Edition
Levels 1–4
37 pages
0

The Kroth Magg hobgoblins run the trade city of Glip Dak in the Troll Hills of Thar. From there they have taken control of the trade routes along the northern Moonsea. A young noble has been captured for refusing to pay their tariffs and his house looks to hire adventurers to rescue him.

Cover of The Travelling Salesman
The Travelling Salesman
5th Edition
Any Level
44 pages
0

A magic shop, The Travelling Salesman, has appeared in town just in time for the party's arrival. This shop specialises in being in the right place, at the right time, with the right equipment, for the right adventurers. Its wisteria-covered frontage adorns any old blank wall space, and immediately looks like it's been there for decades. Large paned windows are smeared with age-old dirt and hint at the vast array of interesting objects inside. The shop belongs to Yannik Willowbough, an exhausted-but-jovial halfling with a passion for helping others. At least, it belongs to Yannik now. It was once home to a lich, Verdenia Siskin, who has recently concocted the perfect way to exact her revenge. She just needs a party of adventurer's to turn to her point of view. This adventure contains: - A (hungry) planes-travelling magic shop and former home of a powerful lich. - A lich who takes particular delight in winding adventurers around her little finger to do her bidding. - A planar tear that threatens to pull the whole town (or more!) into the Shadowfell. - A spooky house of delights. - NPCs whose motives will be thoroughly questioned by the party. - A 3—10 hour adventure for a party of any level and composition - Depending on the outcome the party may also benefit from: - A planes-travelling base of operations - A recurrent NPC quest-giver and/or helper - A devious, and eternally patient, antagonist. - Four original hand-drawn maps to support combat and exploration, with seperate versions suitable for VTTs. - Advice for new DMs to run this adventure smoothly. - A separate accessible adventure pdf. This adventure was written as part of the Storytelling Collective's Write Your First Adventure workshop. Content warnings: Horror, gore

Cover of DDEX01-01 Defiance in Phlan
DDEX01-01 Defiance in Phlan
5th Edition
Level 1
32 pages
0

The Cult of the Dragon has come to Phlan, a lawless refuge on the Moonsea. Now, with no significant authority to stop the cult, other power groups in the Realms--the Harpers, Order of the Gauntlet, Emerald Enclave, Lords' Alliance , and even the Zhentarim--must untite to stop the cult from fulfilling its dark purpose in the city. Join the fight by participating in any one of five different missions aimed at stopping the cult.

Cover of The Rose of Midnight
The Rose of Midnight
AD&D
Level 7
16 pages
0

This adventure takes the heroes to the Nightmare Lands in search of an item that can destroy night terror, Mandalain. This item, called the rose of midnight, is the night terror's one true weakness and the means for ending the curse hanging over the Clinic for the Mentally Distressed. Adventure IV: The Rose of Midnight From Book Three: Nightmare Lands: https://www.adventurelookup.com/adventures/the-nightmare-lands TSR 1124

Cover of Pathfinder Adventure Path #4: Fortress of the Stone Giants (Rise of the Runelords 4 of 6)
Pathfinder Adventure Path #4: Fortress of the Stone Giants (Rise of the Runelords 4 of 6)
Pathfinder
Level 11
52 pages
0

The Giants are on the March! The Rise of the Runelords Adventure Path continues! Driven to battle by a maniacal warlord, the once-peaceful stone giants of the Storval Plateau threaten to destroy the sleepy town of Sandpoint. Will fast action and quick wits be enough to save the defenseless community? Yet, even if the giants' initial raid can be repelled, only by striking at the heart of their titanic war machine—the black-towered fortress of Jorgenfist—can the menace be quelled. But who knows what mysterious bloodlust spurs the usually peaceful giants to war, or what mysteries lie beneath their ancient fortress?

Cover of Forest Maker
Forest Maker
AD&D
Levels 11–13
47 pages
0

Most adventurers know better than to listen to rumors. But when the rumors speak of a magical forest blooming deep in the burning stretch of the Alluvial Sand Wastes, even the most battle-hardened gladiator takes notice. A mysterious summons has gone out to the humans and demihumans of the Tyr region, luring them to the new forest and promising Athas' salvation. Now your characters have heard the call - but will they heed the Forest Maker, or seek to destroy her? Designed for 4 to 6 characters of 11th to 13th level, Forest Maker brings player characters from the sun-baked streets of Tyr to the walled fortress of Altaruk and beyond. Forest Maker is a stand-alone adventure.

Cover of The Baron
The Baron
AD&D
Levels 5–8
30 pages
0

In this adventure, the heroes face the sinister Baron Metus, the vampire who took the life of Van Richten's son, Erasmus. Metus, with Daclaud Heinfroth, has been doing the bidding of the ghost of Madame Radanavich in her quest to destroy Rudolph van Richten. But Metus has his own reasons for seeing van Richten destroyed as well. Included in Bleak House: The Death of Rudolph van Richten TSR 1141

Cover of From The Forest They Fled
From The Forest They Fled
5th Edition
Levels 1–3
7 pages
0

Ashvale is a simple village, full of people who live their simple lives without knowing anything about the world outside their simple valley. But there is one thing that they know: animals can sense danger. And, for the last few days, animals have been running out of the woods. Characters are hired to investigate and must venture into the forest. But the culprit, a dryad, may have a good reason for chasing all of those animals away.

Cover of Den of the Rotten Kings
Den of the Rotten Kings
5th Edition
Level 3
4 pages
0

"Den of the Rotten Kings" is a wererat lair suitable for four 3rd-level characters. This adventure can be completed in one session.