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Cover of Diamond Heist
Diamond Heist
5th Edition
Levels 6–9
14 pages
0

At the request of a stranded djinni, you have three days to steal a diamond from the marbled, enchanted vaults of the Modern Artworks Museum. Investigate its defenses, disable magical wards, bamboozle the staff, battle a golem, and escape with the prize! A group that succeeds is rewarded with a single wish - the power to bring about almost anything you desire. Highlights of the adventure include (and are not limited to): - An alternate skill check system that keeps clumsy characters involved in the heist - A fight to the death with fantasy Botticelli's Birth of Venus - The Modern Artworks Museum, a trove of sculpture, frescoes and tapestries - Museum events: sketch and sip, a gala, seminars! - Museum brochure, including handy map and exhibit descriptions - A wish Clever and light-hearted, Diamond Heist adds brains and Renaissance style to any urban campaign. This adventure centers exploration, planning and roleplay. Players match wits against various spell effects, discovering and disabling magical wards to access their prize. A cumulative alarm level system replaces pass/fail steath skill checks, so one bad role doesn't ruin the heist. The artworks described are based on those of Renaissance Italy, with frescoes, marble sculpture, and haughty nobles aplenty. Content warnings: Death of a loved one, mentioned.

Cover of Doors to the Unknown
Doors to the Unknown
AD&D
Levels 2–10
63 pages
0

Four doors of mystery appear in the Cage. They lead to four adventures, if a basher has the dark of them. "These aren't doors in the traditional sense, cutter, but they're portals just the same. They appear for a short time every 500 years, popping up in different parts of Sigil. Each hides a mystery that's waiting to be solved, and together they just might hold the key to a secret of the multiverse. All a body's got to do is tumble to the right keys, open the doors, and face down the Unknown." - Estavan, merchant lord Doors to the Unknown is a collection of four Planescape adventures that can be played separately or as a mini-campaign. When four doors appear in the Cage, the barmies crawl out of the shadows, and the heroes get drawn into events that could have consequences for the entire multiverse. Each door leads to a different plane and a different deadly challenge for the player characters. Together they offer a way to stop an ancient menace before it strikes again.

Cover of Bastion of the Frost Lord
Bastion of the Frost Lord
5th Edition
Levels 5–10
34 pages
0

It is Midwinter. The air is cold, the wine is warm, and all sensible adventurers have their feet up before a blazing fire. But a mysterious bard, a broken man, and a clockwork pig, lead our heroes into an extraordinary land full of strange magic and terrible danger. Before the adventure is over, they will be faced with a heartbreaking dilemma, one that can't be resolved through might alone. It features exploration, roleplaying, puzzle solving, and fanastical combat encounters! The adventure includes 10 new monsters, 8 new magic items, and an amazing map by Elven Towers!

Cover of Fall of Whitecliff
Fall of Whitecliff
Pathfinder
Levels 1–2
22 pages
0

Beginning in the prison of the Castellan of Whitecliff, this campaign arc takes the players from level one to four, presented as a sandbox area in a lonely and gritty peninsula full of villains and opportunities for the players to explore. Much like Stonehell, but for regional play. Published by Coldlight Press

Cover of A Deadly Pact at Gloomhaze Lamptower
A Deadly Pact at Gloomhaze Lamptower
5th Edition
Level 3
37 pages
0

The shipping lanes south of Candlekeep have been disrupted. Unknown to anyone, an incredible alliance between a terran and a waterfolk tribe has caused the lamp at Gloomhaze Point lamptower to be extinguished. Merchant ships are being wrecked and plundered. The story unfolds in the nation of Amn. Adventurers will face a formidable kobold tribe that knows how to maximize its tactics, its smaller-than-human size tunnels, and an abundance of unique traps. The bloodthirsty sahaugin won’t be defeated without the adventurers taking a dive.

Cover of DDA4 The Dymrak Dread
DDA4 The Dymrak Dread
BECMI
Levels 1–3
16 pages
0

Adventure Lies Ahead, Deep in the Heart of the Dymrak Forest Are you ready to meet the Lord Forester's challenge: to put an end to needless death and destruction by doing away with the goblin war chieftain, Kosivikh, and his evil band of raiders? Eager to prove yourselves as new adventurers and to collect a sizable bounty, you travel to the goblins' dungeon in the Dymrak Forest - a place that has captivated your interest for years, a place where few have dared to venture. Only you and your fellow adventurers can put an end to the rampant bloodshed and return peace to the territory. This module is recommended especially for beginner Dungeon Masters and players who are interested in dungeon exploration. Can be used as a follow-up to the DDA3, Eye of Traldar module or it can stand alone Features easy-to-follow rules on dungeon adventuring in the heart of the Dymrak Forest. TSR 9272

Cover of Heart of Stone - One Page Adventure
Heart of Stone - One Page Adventure
OSR
Levels 3–8
2 pages
0

One page adventure, one page map. On the edge of a lake/ocean’s windswept field/forest, outside of his small stone home, a very old, callous human magic user, Cyfrin the Wrathful, summoned an invisible stalker in a magical binding circle. First he began to taunt the stalker, proclaiming his dominance over it, describing its powerlessness to do anything but carry out the old spell caster’s will. Next, Cyfrin dispelled its invisibility, ordering it to execute his plan. In Cyfrin’s excitement, he gazed upon the stalker’s now visible, horrifically impossible face - and abruptly suffered a stroke, dying on the spot. Still imprisoned, the stalker wants freedom. Will the PCs help it? Adventure hooks provided. Published by Wicked Cool Games

Cover of The Spectre of Sanguine Isle
The Spectre of Sanguine Isle
5th Edition
Levels 1–5
57 pages
0

"The Spectre of Sanguine Isle" is an adventure included in the product "Calpurnia's Guide to Practical Traps". It's an adventure that features traps from the document. The isolated town of Cupidinum has been shaken by a senseless murder. The culprit has fled to Sanguine Isle, and it's up to the heroes to find him and bring him to justice. But the fugitive doesn't want to be caught, and he knows a thing or two about guerilla warfare. Can the heroes catch their elusive prey? And was his crime quite as straight-forward as it was made out to be?

Cover of A Bit of Blood
A Bit of Blood
5th Edition
Level 1
12 pages
0

A mission to find a rare recipe ingredient for a local wizard. The recipe to fashion that magic item calls for a few drops of fey blood. Hmmm...where in the world can that be found?

Cover of H3 Pyramid of Shadows
H3 Pyramid of Shadows
4th Edition
Levels 7–10
96 pages
0

In ages past, the wizard Karavakos made a deal with devils, which resulted in him being trapped in an extradimensional pyramid, unable to escape. His only hope for escape is to lure adventurers into the Pyramid, in hopes that they will destroy his splinters and return his power to him. But his wife Vyrellis, whom he slew in a rage when the Pyramid formed, still lingers in spirit and wants nothing more than to see him laid low... Although set to allow PCs to just fight through each encounter, tips are included for PCs negotiating with the factions trapped in the pyramid.

Cover of Chaos Reaver
Chaos Reaver
3.5 Edition
Levels 5–7
40 pages
0

In the dark days of the Chaos War, a band of heroes sets forth to recover the famed Chaos Reaver - a sword said to possess the power to banish creatures of Chaos from the land. Converted to 3.5e from the original SAGA version published in Polyhedron UK #7 (1999).

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 DSQ2 Arcane Shadows
DSQ2 Arcane Shadows
AD&D
Levels 5–8
120 pages
0

Tyr has been freed, and the mighty army of Urik has been turned back. These are new and strange times, indeed. Now Urik has become home - at least for a while - and there are new markets to shop, new streets to explore, and, oh yes, preservers to meet. Preservers, the keepers of good magic, have sent a mysterious summons. They are ready to embark on a new and dangerous plot to thwart sorcerer-kings and bring new life to Athas. To associate with preservers is dangerous to say the least, but when the king's templars uncover the schemes, a death mark falls upon all involved Will a desperate journey across the wastelands, with the templars in hot pursuit, end in victory or chaos? The answers lie in the hearts of mighty heroes and the resources of Arcane Shadows. In this adventure, the PCs find themselves in Urik, perhaps as a result of the war between Tyr and Urik that took place in Road to Urik. There, they become involved in a ritual meant to help a nascent Avangion (a very powerful wizard/psion of a generally benign type) reach the next stage of its development, but the ritual is interrupted by Urik's templars. The Avangion-to-be is left in a cocoon, and the PCs are tasked with bringing it to a new location in the wilderness where the ritual can be completed. They need to get the cocoon to the ritual location before it's too late, while evading pursuit as well as dealing with any wilderness dangers on the way, plus the evil machinations of a raiding tribe seeking the wizard for their own dark purposes. The adventure is fairly rail-roaded with a series of set encounters between points A and B. Like other Dark Sun adventures, it comes with a set of handouts. Unlike the previous adventures in the series, Arcane Shadows is not tied to the Prism Pentad novel series, nor is it really tied to the previous adventures. You can easily play it as a stand-alone without affecting the earlier ones. TSR 2410

Cover of CCC-PHA-01 Six Summoned Swords
CCC-PHA-01 Six Summoned Swords
5th Edition
Levels 5–10
50 pages
0

Meaningful decisions, unexpected twists and memorable characters are the foundations of this dark 4-hour adventure for 5th to 10th level characters. A chance encounter on an unassuming road leads to a dangerous and lucrative opportunity. But what seems simple on the surface turns out to be much more below. Thrust into a world where every enemy has an enemy and everyone has their own dark motive, the only chance to survive is to ally with the right foe. Sometimes “doing the right thing” comes only in shades of black. Six Summoned Swords is a stand-alone adventure that begins on the side of the road leading to Phlan and can be easily accessed by any adventurers traveling through the Moonsea region. In addition to a world full of intrigue and complex character choices, purchasing this adventure includes: An Official Adventurers League magic item certificate Printable portrait cards with roleplaying tips for important NPCs Gridded reference maps for combat encounters Condition icons to help track character status Special Certificate Holder ideal for event play NEW: Season 8 Item Unlock Handout - prints 9 to a page, one for every player! * Looking for an adventure to run at your special game day or convention? This adventure includes a “certificate holder” that features specially created art of the adventure’s magic item. When printed in colour and on card stock, it perfectly frames the official AL magic item certificate from this adventure and makes for an unforgettable souvenir. About the Swords Below the Moonsea Saga The saga consists of three adventures, with this adventure serving as a stand-alone prelude. The series continues with Six Striking Swords and Six Swords Unbound, the two of which should be played in tandem.

Cover of Cormyr: The Tearing of the Weave
Cormyr: The Tearing of the Weave
3.5 Edition
Levels 4–7
159 pages
0

In Wheloon, a city known for its vibrant green slate roofs, a new temple to Mystra is in the final stages of construction. But something rings false among the heavenly spheres- or at least among those who mouth the pieties of Mystra while plotting magical mayhem behind closed temple doors.

Cover of Wolpertinger, Wererat - Well!
Wolpertinger, Wererat - Well!
5th Edition
Levels 1–4
28 pages
0

Wolpertinger, Wererat - Well! is a two-hour adventure for 1st-4th level characters, designed for Dungeons & Dragons 5th Edition, with an urban theme, exploration, humor, and a small mystery to solve! Waterdeep, the City of Splendors, is brimming with exciting opportunities for adventurers - seemingly at every corner, backstabbing between rival guilds, intrigues among the noble houses, and treasures in forgotten places beckon. But today, a little girl is in trouble and needs the help of our heros in rescuing her pet "bunny"! This adventure is an unapologetically linear dungeon crawl – short, straight-forward, and to the point. It follows the three-pillar principle: combat, exploration, social interaction. The idea is to spice up the classic formula with varied challenges that result in a short, entertaining session. This makes this an excellent adventure for beginner players and DMs! Detailed support is provided for the DM in the form of roleplay advice for six completely fleshed out original NPCs, advice on the three pillars in each scene, and scenic sensory descriptions for every scene to make the adventure come to life. Included with this adventure are: + an original custom monster, the wolpertinger + six original fleshed out NPCs, including personality traits and roleplaying tips + 20 original (but mostly useless) magic items + six original diseases + one original trap + a complete original hand-drawn dungeon map covering the entire adventure

Cover of The Dreaded Tunnels of Ruxabar
The Dreaded Tunnels of Ruxabar
5th Edition
Levels 8–9
34 pages
0

The Dread tunnels of Ruxbar were created by a cult of a lesser evil deity of the giant pantheon, known as Jargain to serve as a planar gate in hope of bringing chaos and destruction to the natural order of the world and power to the one who would control the gate. Ruxabar was the high cultist who completed the ritual but to his surprise nothing of what he expected came through the gate. Plague creatures, toxic gases and vapors, diseases of all kinds and decay lay quick waste to him and his cult. For some time the gate remained open and the settlements nearby were afflicted with diseases never seen before. The nearby town of Stagwood was quickly abandoned due to the plague. Rumor has it that the gods have weakened the gate and the cult has been destroyed. The remaining villages that managed to somewhat resist the plague are now hiring brave adventurers to venture into the tunnels and close the planar gate for good! Are you capable enough of surviving the horrors that reside in the Dreaded Tunnels of Ruxabar? Published by Mistfactor Press

Cover of ALQ5 Ruined Kingdoms
ALQ5 Ruined Kingdoms
AD&D
Levels 3–12
104 pages
0

Unveil the forbidden secrets of Nog and Kadar! The Nogaro River has seen the rise and gall of countless empires, unequaled in their evil and terror. Buried but not destroyed, their legacy lives on, shrouded by the tangled jungle and by time itself. With Ruined Kingdoms, bold explorers can at last lift the veil of oblivion and unravel the mysteries of a dark and sinister past. Inside you'll discover: A 32-page campaign booklet describing the Ruined Kingdoms and their many secrets. A 64-page book packed with adventures-nine plots of intrigue and danger that transport player characters from Dihliz to Afyal and into the heat of the ruin-choked jungle. Adventurers face yak-men, genies, and giants, and unearth artifacts of awesome magical power. An 8-page booklet filled with villainous women and deadly reptilian monsters. Six cardstock sheets featuring detailed maps and player aids. A stunning poster map of eastern Zakhara, depicting the twisting valleys and ancient capitals of the Ruined Kingdoms. Recommended for use with the Arabian Adventures rulebook. TSR 9440

Cover of Con18 - 4 Scriptorium of Carolinus
Con18 - 4 Scriptorium of Carolinus
5th Edition
Levels 4–5
25 pages
0

At last year's CafCon we put together this little gem. After locating strange golden scrolls on your previous adventure, you have gotten word that the sage has been able to transcribe them. Much to your amazement, you learn that the sheets lead you to the lost scriptorium! What magic & spells will you discover within the ancient temple of learning?

Cover of Far5 - Licor Faction
Far5 - Licor Faction
5th Edition
Levels 4–6
15 pages
0

Recently, a cult known as the Licor Faction rose to fame for helping people outside the walls of Phoenix. Today they are to be rewarded for their work but are offended when an apprentice and not the Zephyr of Molar gives them the accolades. Angered, the leaders leave the stage and return back to their compound. A bit later you are offered a job to go arrest the leader of the cult as they are to be exposed as a false religion. Cultists usually surrender their leaders easily right?