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Cover of Pathfinder Adventure Path #49: The Brinewall Legacy
Pathfinder Adventure Path #49: The Brinewall Legacy
Pathfinder
Level 1
61 pages
0

The town of Sandpoint, Varisia, Inner Sea Region has put out a bounty on the nearby tribe of Licktoad Goblins in retribution for the goblins raiding traders and travelers near the quiet town. The party takes up the bounty and ventures into the swamp; eventually finding the goblin village in ruins and it's inhabitants scared in it's burned huts. The party finds out; either through investigation of the ruins or the goblins themselves; that a group of skeletons with eastern arms and armor had ransacked the village and took a stash of fireworks that the goblins stole from an old shipwreck. The party then makes it to this cave and finds it empty except for a half dozen skeletons. Further in past the skeletons is their leader, a skeletal samurai who fights the party in an attempt to defend his treasure. The treasure turns out to be a letter that reveals that secrets of the Kaijitsu family; the same family their good friend Ameiko who runs the Rusty Dragon inn belongs to; that lies in wait in the abandoned town of Brinewall to the northern boarder of Varisia. Ameiko along with several other important NPCs with a caravan north. It's recommended that GMs create encounters for the caravan trip north as it's essentially 3 weeks of travel with nothing in it. It's also recommended that GMs completely ignore caravan rules; they're not flushed out and they're not fun to run. The party and the caravan reaches the abandoned town of Brinewall where their friend Ameiko becomes possessed and is thrown into a coma; where the other NPCs agree to take care of her while the party explores the town and castle. The castle is a three floor behemoth of a dungeon populated by Dire Corbies, Troglodytes, and various other monsters all under the leadership of Kikonu, an Yamabushi Tengu Oni. The goal of exploring Brinewall Castle is to find the two keys to the vault; one of which is on the Yamabushi Tengu while the other is on a Half-Fiend Decapus that lives in the basement of Brinewall. Once the PCs enter the vault they find the Amatatsu Seal; one of the seals that cement authority to one of the ruling houses in Minkai of Tian Xia; as well as several visions that show that Ameiko Kaijitsu is the rightful heir to be ruler of Minkai and that they'll need to travel north to do so. Such ends the first book of six.

Cover of DDEX01-09 Outlaws of the Iron Route
DDEX01-09 Outlaws of the Iron Route
5th Edition
Levels 1–4
38 pages
0

The Iron Route, an important trade road east of Phlan, is beset by competing bandits. An exiled Black Fist officer leads his band of mercenaries turned cloaked ruffians, while a mysterious dragonborn sorcerer commands screaming savages from the north. In this war over the trade route, the beleaguered merchants are the victims, and Phlan suffers from a lack of supplies. It’s up to adventurers to strike out and reopen this vital route.

Cover of C5 The Bane of Llywelyn
C5 The Bane of Llywelyn
AD&D
Levels 4–7
32 pages
0

Excitement and unrest grip the land of Pellham. Two hundred years ago, the royal line of kings was deposed and replaced by a High Council. The current council is well-meaning but hopelessly incompetent. Everyone agrees that a drastic change is needed for the kingdom to survive. The ancient Prophecy of Brie foretells that in Pellham's darkest hour, a king from the past will return to restore the kingdom. The time of the prophecy is now. All is in readiness: the symbols of the ancient kings have been recovered, the keys to the royal tomb are in hand, powerful magics to revive the long-dead king have been secured at great cost. Only one problem remains... no one knows where the king is buried! The Bane of Llywelyn concludes the epic adventure of the Prophecy of Brie -- can YOU insure that the quest will be a success? The adventure can be played as a separate adventure or as the second part of the Prophecy of Brie series. TSR 9109

Cover of FO6 - Conquest of Ironrod Tower
FO6 - Conquest of Ironrod Tower
AD&D
Levels 2–4
15 pages
0

The local nobles of the region have sent word to your group requesting a meeting. Later that day you find the Black Raven roadside tavern and are met at the door. After being escorted to a back room which has seen its share of shady dealings you are propositioned with an offer to investigate and depose a set of local nobles who are brothers. Rumor has it that the Ironrod brothers, who have been overtaxing the citizens, have now employed humanoids as guards. This is forbidden and if true, the brothers need to be brought to justice immediately!

Cover of Jacob's Well
Jacob's Well
AD&D
Levels 2–4
16 pages
0

Some ports are more dangerous than the storm. It's alive, it's hungry, it's growing. And you're on the menu. Alone, out in the wilds with a savage winter storm bearing down on you, you need shelter to survive. You stumble through the trees and smell wood-smoke. Ahead you spot the small fortified trading outpost known as Jacob's well. You're not the only traveller to find themselves stranded here in the teeth of the storm. The only problem, someone has bought something with them, it's alive, it's growing, it's voracious and you are all on the menu. Think Aliens and The Thing and you're on the right track. Has potential to be scaled to suit a group of adventurers. Pgs. 8-23

Cover of G1-2-3 Against The Giants
G1-2-3 Against The Giants
AD&D
Levels 8–12
32 pages
0

This material was originally published as three separate adventures: G1 (STEADING OF THE HILL GIANT CHIEF), G2 (THE GLACIAL RIFT OF THE FROST GIANT JARL), and G3 (HALL OF THE FIRE GIANT KING). Contained herein are referee notes, background information, maps, and exploration keys for three complete adventures using the ADVANCED DUNGEONS & DRAGONS rules. This module can be used alone or as the first in a series of adventures that includes Dungeon Modules D1-2 (DESCENT INTO THE DEPTHS OF THE EARTH), D3 (VAULT OF THE DROW), and Q1 (QUEEN OF THE DEMONWEB PITS). TSR 9058

Cover of Pathfinder Society Scenario #12: Stay of Execution
Pathfinder Society Scenario #12: Stay of Execution
3.5 Edition
Levels 1–7
18 pages
0

When a petty thief named Hadge gets a lucky break and makes off with a powerful divination focus of the Pathfinder Society's masked leadership, you and your fellow Pathfinders set out to the sparsely populated Taldor frontier to find him and recover the focus. When the local governor tosses Hadge into the brutal Porthmos Prison for a minor crime, your mission suddenly becomes a jail break. Will you free Hadge and uncover the location of the focus before the gangs of Porthmos tear him apart?

Cover of Chaos Rising
Chaos Rising
Pathfinder
Level 10
64 pages
0

The Amulet of a Demon Prince In a few days, the rising blood moon will reveal the resting-place of the soul amulet of a forgotten demon prince. A dark lord seeks the amulet, and if he finds it ultimate power is within his grasp. Someone must stop him and his diabolical scheme before evil is unleashed! But for the heroes to beat the dark lord to his prize, they must travel through time and conquer demonic foes! A Battle Throughout Time Chaos Rising is a classic dungeon exploration adventure by Jim Collura, it details an ancient and abandoned dwarven citadel where the demon's amulet is hidden and provides unique encounters allowing the players to travel back in time to shape the very future itself! Chaos Rising supports monsters found in the Tome of Horrors. Also available for S&W and 5e.

Cover of The Silver Knight
The Silver Knight
5th Edition
Levels 5–10
17 pages
0

Even bad guys have heroes they look up to. The Silver Knight is a champion among the orcs, a title that is passed from orc to orc. As one falls in battle another rises, and the lineage continues. Forged of an ancient compact between deities of fate and heroism, the secret to the Silver Knight’s immortality lies in the signet ring worn by every Silver Knight. Tyrants and Hellions is a Dungeon Master's aide, containing fifteen villains complete with schemes, lairs, backstories, and everything else you need to drop them into your own 5th Edition Dungeons & Dragons campaign. Within its 400 pages you'll also find the methods, both mechanical and thematic, used to create villains that spark the imaginations of your players. The Silver Knight is one of these villains, and their adventure takes up 17 pages (pg 180-197). Published by 2CGaming

Cover of The King's Evil
The King's Evil
5th Edition
Levels 2–4
17 pages
0

Delbert's friend Thordyn has been wrongfully arrested and placed in quarantine inside the Lazar's Walls, where all those who have contracted King's Evil are banished to. It is your missing to infiltrate the settlement, and free Thordyn. The task will not be simple, as a crime syndicate rules the Lazar's Walls with an iron fist.

Cover of Lost Mine of Phandelver
Lost Mine of Phandelver
5th Edition
Level 1
63 pages
20  0

"More than five hundred years ago, clans of dwarves and gnomes made an agreement known as the Phandelver’s Pact, by which they would share a rich mine in a wondrous cavern known as Wave Echo Cave. In addition to its mineral wealth, the mine contained great magical power. Human spellcasters allied themselves with the dwarves and gnomes to channel and bind that energy into a great forge (called the Forge of Spells), where magic items could be crafted. Times were good, and the nearby human town of Phandalin (pronounced fan-duh-lin) prospered as well. But then disaster struck when orcs swept through the North and laid waste to all in their path. A powerful force of orcs reinforced by evil mercenary wizards attacked wave echo cave to seize its riches and magic treasures. Human wizards fought alongside their dwarf and gnome allies to defend the Forge of Spells, and the ensuing spell battle destroyed much of the cavern. Few survived the cave-ins and tremors, and the location of Wave Echo Cave was lost. For centuries, rumours of buried riches have attracted treasure seekers and opportunists to the area around Phandalin, but no one has ever succeeded in locating the lost mine. In recent years, people have resettled the area. Phandalin is now a rough-and-tumble frontier town. More important, the Rockseeker brothers - a trio of dwarves - have discovered the entrance to Wave Echo Cave, and they intend to reopen the mines. Unfortunately for the Rockseekers, they are not the only ones interested in Wave Echo Cave. A mysterious villain known as the Black Spider controls a network of bandit gangs and goblin tribes in the area, and his agents have followed the Rockseekers to their prize. Now the Black Spider wants Wave Echo Cave for himself, and he is taking steps to make sure no one else knows where it is." Extra Info from AL.com users: by @marcellarius. "There are a variety of locations in this adventure: the town of Phandalin, a gang hideout, a ruined keep in the forest, a destroyed village, and Wave Echo Cave (a dungeon crawl). The adventure is written in a sandbox style and relies on the players to choose their path. Phandalin offers several side-quests which could serve as hooks for continuing adventures. The premade characters have ties in their backgrounds to NPCs and locations. If you're not using these you'll need to consider other ways to introduce key NPCs."

Cover of Reavers of Harkenwold
Reavers of Harkenwold
4th Edition
Level 2
64 pages
0

Reavers of Harkenwold pits the heroes against the Iron Circle, a company of cruel mercenaries that has seized control of the small land of Harkenwold. In this adventure, the heroes become daring rebels and lead the folk of Harkenwold against their oppressors.

Cover of Fam3 - Opair Keep
Fam3 - Opair Keep
5th Edition
Levels 2–4
17 pages
0

The small village of Angst in western Famore has a humanoid problem. A missive on the message totem is calling for help to dispatch these pesky raiders. It is believed that they are working out of the abandoned Opair Keep. Locals gasp in amazement as the locale is well known to be cursed!

Cover of The Return of Randal Morn
The Return of Randal Morn
AD&D
Levels 1–4
32 pages
0

In part one of the Randal Morn Trilogy, "The Sword of the Dales," the legendary leader of Daggerdale, Randal Morn, was captured by unknown assailants as he sought to regain the great weapon for which that adventure was named. A stalwart band of enthusiastic heroes was recruited to ride to his aid, yet all they recovered was the Sword itself and a message: "Seek me in Spiderhaunt Wood." In the second part of the trilogy, "The Secret of Spiderhaunt," those same adventurers found Randal and freed him briefly, yet he was almost as quickly torn from their grasp by an agent of the evil Zhentarim, seeking to end the threat of Randal Morn's return to power. In this final episode, the heroes must follow the kidnapper's trail and rescue Randal Morn again before the Zhentarim finish interrogating him and the axe falls upon his neck. Armed with the Sword of the Dales and aided by a powerful spirit that lives within the weapon, the heroes must march into the heart of Zhent-occupied Dagger Falls, free Randal Morn, and save the city from utter destruction. The job is dangerous - perhaps more than the heroes can handle - yet those who would live in songs and legends cannot concern themselves with living to a ripe old age! This is the final part of a trilogy of modules that began with "The Sword of the Dales" and "The Secret of Spiderhaunt." TSR 9488

Cover of Tower of Screaming Sands
Tower of Screaming Sands
Pathfinder
Level 7
37 pages
0

Deep within the blasted desert wastes a mysterious black tower has been sighted. The structure is not marked on any known map and has not been seen in this location by travellers in the region, yet there it stands. The adventurers set out to explore this ancient, isolated tower that appears ripe for the plundering. Within they face a gauntlet of insidious traps and supernatural horrors. The deeper the adventurers delve, the more secrets of the tower’s origins they uncover. The tower’s sinister creator does not rest easy in his arid grave – the adventurers must face him if they are to survive the Tower of Screaming Sands. Also included in “Tower of Screaming Sands”: Five deadly new traps: The Chamber of Ten Thousand Teeth, The God’s Grasp, Chamber of Flooding Sand, Hall of Arcing Blades and Descending Stone Block. A new monster – the scorpion swarm. Rules for whirlwinds, a new magical hazard GM tips for running overland travel.

Cover of Bleak House
Bleak House
AD&D
Levels 5–8
206 pages
0

Old soldiers never die... For more than three decades, Dr. Rudolph van Richten stood against the forces of darkness, and hunted their servants in the far corners of the land of Mists. Now he had thought his long battle over, had thought he could spend his declining years in quiet enjoyment with old friends. But for some, a tragic end is inevitable. Dark forces have been gathering in the Mists. Their objective is to see Ravenloft's foremost expert on the supernatural destroyed, shattered in spirit as well as in body. From the crumbling edifice of Van Richten's childhood home, an enemy long thought vanquished spins a web of powerful evils and lost souls, drawing Van Richten to his doom. And then a group of heroes gets trapped in the web as well. . . . Witness the final stand of Rudolph van Richten! Inside this box is a grand-scale Ravenloft adventure that pushes heroes to the brink of madness, and draws them into the terrifying scheme to annihilate Rudolph van Richten. TSR 1141

Cover of NC3 - Oppressor of the North
NC3 - Oppressor of the North
5th Edition
Levels 6–9
20 pages
0

Your players have ventured so far north that they are within reach of the last vestiges of humanity. You are weary from your travels and decide that a respite in Gregat, City of the Shrine. The area is also home to several other spots of interest that you may go to since you are in the region. This ‘sandbox’ style offers several adventures for your players but beware, they are just as deadly as any dungeon delve!

Cover of G1: Siege of Durgam's Folly
G1: Siege of Durgam's Folly
3.5 Edition
Levels 5–8
42 pages
0

An embattled outpost at the edge of the wilderness has finally been overthrown. Strange creatures patrol the land. A local hamlet is in ruins. But just who-or what-has taken over this once mighty fortress?

Cover of The Dreams of Ruin
The Dreams of Ruin
OSR
Levels 12–18
260 pages
0

Designed to remedy the lack of "end game" content for Old School-style gaming, The Dreams of Ruin is a setting-neutral adventure supplement aimed at characters of level 12 to 16. The material can be used with groups from level 8 to max level (and beyond, if the system supports ascent to divinity for high-level character). Capable of challenging even the most experienced players and most powerful characters, The Dreams of Ruin are an unforgettable addition to any high-level campaign. But beware! The dreams are mighty and can overwhelm even fearsome warlords and powerful wizard-kings. One touch of them, and your campaign world will never be the same.

Cover of The Baron's Eyrie
The Baron's Eyrie
AD&D
Levels 5–7
12 pages
0

Come on up for a bite. Sometimes the adventure comes to you. The local inhabitants of a large town have been disappearing and its up to find what is causing and bring back the people that have disappeared. Pgs. 48-59