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Cover of FP6 – Lair of Arcanous the Black
FP6 – Lair of Arcanous the Black
AD&D
Levels 5–7
18 pages
0

Tucked away in a volcanic hideaway is the home of the feared and wanted mage known as Arcanous the Black. This evil man is feared only slightly less than his original master Sabu the Witch King. In this adventure the party has the opportunity to deal with this fugitive from justice and claim the 5000gp reward!

Cover of A1 Slave Pits of the Undercity
A1 Slave Pits of the Undercity
AD&D
Levels 4–7
24 pages
0

It is time to put a stop to the marauders! For years the coastal towns have been burned and looted by the forces of evil. You and your fellow adventurers have been recruited to root out and destroy the source of these raids. But beware, hundreds of good men and women have been taken by the slavers and have never been seen or heard from again! First part of Scourge of the Slave Lords (A1–4) TSR 9039

Cover of The Witchfire Curse
The Witchfire Curse
5th Edition
Level 1
32 pages
0

Three months ago the township of Durgon’s Rest exiled Elia Fenfrost for practicing witchcraft. Now as the first harvest approaches there are signs that something is amiss. The crops are failing, local farm animals are becoming sick with disease, and all of the food stores have gone foul. The town’s folk suspect that the accursed blight is the work of Elia - exacting her revenge for casting her out into the wild. The PCs are the villager’s last hope, but can they find Elia and end the evil curse that has been laid upon the town before all comes to ruin?

Cover of The Misfit Maggot Five
The Misfit Maggot Five
5th Edition
Level 2
23 pages
0

Warchief Grog Bloodloaf has sounded the horn of war. Elf scum have stolen orc lands and the tasty halfling herds. For generations the Maggotsmasher Clan has watched and waited from the icy caves of the frozen mountains but that wait is over. Warchief Bloodloaf needs only the totem of leadership, the Dragon Crown of Durge Maggotsmasher, to unite the clans and begin his war. Five misfits have answered the call to brave the Caves of Throllorat and return with the crown. With a little luck, these five maggots will kill a few of the beasts within Throllorat before dying, making it easier for real warriors to complete the quest. The Misfit Maggot Five is a comdedic adventure where five rejects from the Maggotsmasher Clan are called upon to retrieve the famed Dragon Crown of Durge Maggotsmasher from the dreaded caves of Throllorat. Each of the characters are fully developed with their own unique personality that will give any Dungeons and Dragons group hours of laughs! The Misfit Maggot Five is a 5th edition comedy adventure for 2nd level monstrous humanoid characters. Published by The Pickled Dragon Press

Cover of Villains & Lairs
Villains & Lairs
5th Edition
Levels 1–20
200 pages
0

Expand your game with this collection of 56 NPCs of various Challenge Ratings, thirteen of which include maps and details of their lairs. Add these NPCs as a side-quest, a main villain, a one-shot, a bounty for easy money, or however else you wish. Written by some of the best-selling authors on the Dungeon Masters Guild and outstanding podcasters, each NPC includes an image, a backstory, motives, flaws, and a stat block. Some even include new magic items!

Cover of Mortzengersturm, the Mad Manticore of the Prismatic Peak
Mortzengersturm, the Mad Manticore of the Prismatic Peak
5th Edition
Levels 3–4
32 pages
0

After turning himself into a manticore, the self-style wizard-artiste, Mortzengersturm, moved to the crystalline peak of Mount Geegaw to practice his transformation magic without interference. You've been hired to snatch his most prized artifact, the Whim-Wham Stone--or at least some of its eldritch light. A menagerie of magic hybrids, a self-absorbed vampire, more than a few hippogriffs, and of course, the mad manticore himself await! It's like a Rankin-Bass stop motion special--except it could end in a total party kill.

Cover of CCC-SFBAY-04-02 Under Earth & Stone
CCC-SFBAY-04-02 Under Earth & Stone
5th Edition
Levels 5–10
32 pages
0

A Mulmaster refugee named Ani Kuleimatt discovered references to a forgotten mine near the Moonsea, a mine rumored to produce an unexpected export. The adventurers are hired to locate the complex and secure its resources for the Mulmaster Diaspora.

Cover of The Priest, the Witch, and the Lost Temple
The Priest, the Witch, and the Lost Temple
5th Edition
Levels 2–3
40 pages
0

The town of Whitehaven is beset with undead. The townsfolk are quick to blame the Witch of Whitehaven, who lives nearby with her partner in the Surbrin Hills. Yet a more insidious evil lurks in the midst of town, cloaked in a holy man’s robes. And far underground, an ancient evil artifact stirs. The town is in need of heroes. Will you answer the call?

Cover of Among Them - A Barghest Hunt
Among Them - A Barghest Hunt
5th Edition
Levels 1–5
17 pages
0

A fiend lurks among the Black Blade goblins. A shapeshifting barghest fashioned by the General of Gehenna to exact revenge on all goblin-kind. It’s aim: to kill as many goblin leaders as possible… A masked goblin approaches the party asking for help. Two tribe leaders are dead. But a rival for chief has control of the crime scene. Will the party discover the barghest among the goblin ranks? Can they stop this imposter before it strikes again? Adventure Overview The adventure’s story is spread over 4 parts and takes approximately 4 hours to play. The adventure begins with a Call to Action scene. Part 1: Goblin Politics. Krill sends his emissaries to implore help from any strong intermediary. The party is asked to investigate the murder of Thrawn in Dringly’s lair. This is Story Objective A. Part 2: The Opposition. Gain entry into Dringly’s lair and investigate the murder of Thrawn. Gather enough evidence to find the killer. This is Story Objective B. Part 3: To The Lair! Now that the players have determined the barghest (Yeep) is to blame, they need to get to Krill’s lair quickly as he is in imminent danger. This is Story Objective C. Part 4: The Barghest.When the players arrive at the lair, they need to get to Krill and expose and defeat the barghest. This is Story Objective D. Adventure Background A barghest named Yeep has begun its onslaught of attacks against the Black Blade goblins. Starting with Chief Gnar, then his second in command Thrawn, the barghest is moving methodically down the line of command. Krill is now chief. But he has some problems: Two leaders of the Black Blades are dead. Who killed them and why? Is he next? Dringly, the next in command, has decided to take his lair for himself, declaring himself Chief of the Black Blades. Who are the Black Blades? The Black Blades are a tribe of goblins in the local area. They are known for dipping their blades in a dark black substance. It is rumored these blades are poisonous. The Black Blades regularly attack passersby on the road to rob them. The Black Blades have two lairs, one run by a chief who leads the whole tribe, and another overseen by a boss lieutenant. The Black Blades have a well-established pecking order which is how Krill stands to become chief. The next in line is Dringly, who has also declared himself chief and wants Krill dead. Krill suspects that there is something suspicious about two leaders being killed within a day of each other, but he has already burned Gnar’s body without any investigation. He needs to investigate the body of Thrawn, but it is in Dringly’s lair. Krill wishes to avoid direct confrontation with Dringly at the present for three reasons: 1) Any violence would only kill his own tribe members and further divide the lairs. 2) He believes there is still hope for negotiation to reunite the Black Blades. 3) He believes that if he were to attempt negotiations himself, Dringly would kill him. This adventure features: Two maps. Ready for your favorite Virtual Tabletop. A full color pdf. A black and white pdf. One custom monster, a reprint of barghest, all others available in the Monster Manual. Four hours of entertainment involving: roll playing a goblin bard, investigating a murder scene, tracking down a barghest before it strikes again. Applicable to any setting.

Cover of FRQ3 Doom of Daggerdale
FRQ3 Doom of Daggerdale
AD&D
Levels 1–3
32 pages
0

Randal Morn certainly has his hands full! The temple of Lathander, which burned to the ground eight years ago, seems to be the source of a curse affecting the entire town. People are taking ill, animals are dying overnight, crops are failing. All this seems to have started after Eragyn, priestess of Cyric, disappeared from Daggerdale. Shortly before that, a forgotten mage-lord's crypt was discovered and opened, and things just haven't been the same since. Constable Tren is displeased with the situation, what with suspicion being cast in the Zhentarim's direction as well as toward Cyric's priesthood. He's undoubtedly making the Dalesfolk's lives more difficult than usual because of this upheaval. Randal has sent out the call for aid to all who are interested and able to help; his freedom riders have their hands full already. A missing evil priestess, a mage-lord's crypt-curse, a plague, and possible Zhentarim involvement: all the elements of a rousing adventure in one place! Where do your characters sign up? Step right this way, won't you? TSR 9391

Cover of The Ruins of Nol-Daer
The Ruins of Nol-Daer
AD&D
Levels 5–8
16 pages
0

Abandoned and forgotten ruins never are. He left the Abyss to visit his human mother, not realizing he was a century too late. Still, there was a lot he had left to do... An ancient castle, Nol-Daer, has of late become the site of frequent strange occurrences. Gargoyles and Blood Hawks roost in the keep's ruined towers, Dwarves have been disappearing from the nearby area, and a Cambion controls it all from the shadows. Pgs. 3-17 & 64

Cover of The Corruption of Skyhorn Lighthouse
The Corruption of Skyhorn Lighthouse
5th Edition
Level 8
24 pages
0

The tritons have arrested the keeper of Skyhorn Lighthouse for unleashing vile, bug-like abominations into the sea. When a lone triton comes to the characters and asks their help in exonerating the keeper, will the heroes rise to the challenge and confront the dangers lurking in the deep? The Corruption of Skyhorn Lighthouse is a 5-7 hour adventure for 8th-level characters. You can run The Corruption of Skyhorn Lighthouse as a standalone adventure or as a follow-up to The Secrets of Skyhorn Lighthouse, a free 5th-level adventure downloaded over 100,000 times with 350+ five-star reviews! Inside the The Corruption of Skyhorn Lighthouse, you'll find: -Three new monsters that prowl the ocean depths -A goblin submarine, a darkmantle sea captain, and a marid with a pet starfish grove -The Arcane Library's signature format to make running the adventure effortless -Combat cards for monsters, PCs, and special treasure -Gorgeous maps designed for easy use with Virtual Table Tops

Cover of Factions of Phandalin - Southkrypt Garden
Factions of Phandalin - Southkrypt Garden
5th Edition
Level 5
34 pages
0

This book goes over the various rules around the faction of the Lords' Alliance in Phandalin and the Forgotten Realms, making it easy for any new or veteran DMs to integrate it more into the core stories being told, and making the faction feel more useful for the players that choose to join. In the adventure, the characters are tasked with adventuring through the uppermost level of the abandoned Dwarven city of Southkrypt Garden and assassinating an evil mage before they lead an army of Goblinoids to besiege Neverwinter.

Cover of Someone Dropped the Goat-Ball (DC-POA-PND-1)
Someone Dropped the Goat-Ball (DC-POA-PND-1)
5th Edition
Levels 5–10
32 pages
0

An anticipated rematch between the Reghed Nomads and the Goliaths of Wyrmdoom Crag is interrupted by disaster as one thing after another goes wrong! It falls upon the party to pick up the ball when others have let it drop! A DungeonCraft adventure using the "Goat-Ball!" seed. A Four-Hour Adventure for Tier Two characters (levels 5-10). Optimized for APL 8. Somebody Dropped the Goat-Ball originally debuted at DungeonCraft World Tour on May 2021. Included are VTT-friendly maps and handouts in separate files to help with running your games virtually. I also have a printer friendly version included of several of those maps for those that prefer their works to be printed on the flesh of dead trees.

Cover of Sins of the Past
Sins of the Past
5th Edition
Level 3
18 pages
0

"Few brave souls dare to visit the City of the Dead at night. Some might say that tales of nighttime horrors are for children, but the wise folk know better" Three members of the Jackals gang, a famous grave robbers, are found murdered in the City of the Dead cemetery in Waterdeep. Their wounds are horrible, and their jaws are completely destroyed. City Watch is looking for heroes who are willing to stand up for their city and investigate this murder which has a clear supernatural influence. This adventure can be used as a faction mission for Waterdeep: Dragon Heist as well as a standalone one-shot. Sins of the Past features: - Investigation of a mysterious murder, which leads to uncovering one of Waterdeep’s families dark secret - Old family mausoleum full of dangers and secrets - Famous Mirror of Life Trapping with enemies trapped inside, which adventurers should face - Encounters with various undead creatures like will-o-wisps, zombies, specters, and ghosts - Moral dilemma characters should solve and two possible outcomes

Cover of A0 - The Rising Knight
A0 - The Rising Knight
OSR
Levels 1–2
20 pages
0

The Drunderry River runs narrow and fast through much of its course, before tumbling into the lowlands beneath the Fallow Hills, in the shadows of the Blacktooth Ridge. From there, the river spreads out across fertile plains, laboring slowly to the south before emptying into the Elmarsh Lake. Until recently this area was unsettled, but a writ of the King's has brought many people to the area. The village of Malforten, nesteld along the banks fo the Drunderry River, near the Fallow Hills, is just such a place. A quiet village with simple people, they learned the hard way the Blacktooth Ridge casts a deep and dark shadow. Seeing rich prizes in cattle and grain, people and other movables, Gritznak the Gnoll has come down from the Blacktooth with loot on his mind. All they've done to drive him off have failed, at their wits end the villagers turn to others, more experienced in combatting evil. They look to a rising knight to save them . . . . Also available for 5E: https://www.drivethrurpg.com/product/160855/A0-The-Rising-Knight--Adventures-for-5th-Edition-Rules

Cover of The Hall of Harsh Reflections
The Hall of Harsh Reflections
3.5 Edition
Level 7
27 pages
0

The Free City: a shining gem in the crown of cultured civilization. Beneath the surface of this bustling metropolis is a rot, festering in the darkness, manipulating the lives of those unaware of its presence. Now a small adventuring band from out of town may be in over their heads. Their actions in Diamond Lake have attracted the wrath of one of the city’s hidden masters. A gang of infiltrators and an enigmatic mastermind plot their destruction, and only tracing the rot to the root can stop the onslaught. "The Hall of Harsh Reflections" is the fourth installment of the Age of Worms Adventure Path, a complete campaign consisting of 12 adventures, several "Backdrop" articles to help Dungeon masters run the series, and a handful of poster maps of key locations. For additional aid in running this campaign, check out Dragon's monthly "Worm Food" articles, a series that provides additional materials to help players survive this campaign. Check out issue #336 of Dragon for five attractions to tempt your PCs to spend some of their hard-earned loot. This issue of Dragon also features an Ecology of the Spawn of Kyuss, one of the central creatures featured in this campaign. Pgs. 34-60

Cover of Ghoulish Designs
Ghoulish Designs
4th Edition
Level 24
6 pages
0

A deathpriest hierophant of Orcus has turned the lower catacombs of a cemetery into a base for the undead and demonic horde it is gathering. The deathpriest loses control, however, with the arrival of a balor, and its carefully orchestrated forays to snatch victims have turned into wholesale slaughters. The PCs arrive in a nearby town to meet with a merchant who promised to sell them a long-coveted magic item. They are not altogether pleased to arrive to find the aftermath of a brutal attack—and no sign of their item. Pgs. 150-155

Cover of FO7 - Tomb of Delekin the Fallen
FO7 - Tomb of Delekin the Fallen
AD&D
Levels 7–9
18 pages
0

Half a century ago the legendary mage Delekin reached his zenith but began a fall of monumental disaster. After being betrayed by his party the mage changed alignment and began a cruel tirade against the residents. He was finally taken down by the Lords of Evil and imprisoned in a tomb created to lure good adventurers to their death. Many have entered the unholy locale and none have returned. Whatever evil is present in the tomb is powerful, and most likely very wealthy. This adventure is one of the Original series i.e. an early work!

Cover of Forsaken Arch
Forsaken Arch
3.5 Edition
Medium Level
20 pages
0

The pearl divers of Shoalbury are in trouble. A band of birdlike kenku and ogres have been ambushing and plundering outgoing shipments of pearls, and the villagers are growing desperate. And why are the bandits stealing eyes from the bodies of their victims? A single guard survived the most recent ambush with one eye intact, and his testimony may just be enough to lead a brave band of adventurers to the bandit lair, and to the sinister cult they serve.