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Cover of Sword of Air
Sword of Air
Pathfinder
Level 1
522 pages
0

What is the Lost Lands? The Lost Lands is the home campaign world of Necromancer Game's and Frog God Game's own Bill Webb. This campaign has been continuously running since 1977. Many of the adventures published by Necromancer Games and Frog God Games are directly inspired by this campaign. They have evolved over the decades, and more material continues to flow from it as the dice keep rolling. Sages and wizards of legend speak of the Lost Lands—many of the players who have lived and died in Bill's campaign over the years now have a place in history (in the books). Frac Cher the dwarf, Flail the Great, Bannor the Paladin, Speigle the Mage, and Helman the Halfling are well known to the fans of Bill's work. This is the game world, and these are the adventures in which the players of these famous characters lived and died. Hundreds of players over the past 35 years have experienced the thrills and terrors of this world. The Sword of Air is the centerpiece of the Lost Lands. Currently, this epic tome consists of several parts: 1. The Hel’s Temple Dungeon—kind of like Tomb of Horrors on crack. This six-level, trap-and-puzzle infested dungeon formed the basis of Bill's game through his high school and college years. Clark Peterson’s very own Bannor the Paladin spent several real life months in the place, and, sadly, finished the objective. This is where the fragments of the fabled Sword of Air can be found…perhaps. 2. The Wilderness of the Lost Lands extending to the humanoid-infested Deepfells Mountains and providing detail about the nearby Wizard’s Wall. This so-called “wall” was raised by the archmages Margon and Alycthron harnessing the Spirit of the Stoneheart Mountains to raise the land itself, creating a massive escarpment to block invaders from the Haunted Steppes. These archmages are actual player characters from the early 1980s who live on in the legends of the Lost Lands. Over 70 unique encounter areas are detailed, and each one is a mini-adventure in itself. New wilderness areas may be added based on bonus goals described below! 3. The Ruined City of Tsen. Legend has it the city was destroyed by a falling meteor. This place forms an aboveground dungeon area the size of a city, with over 100 detailed encounter areas. It’s a very dark place…even at noon. 4. The Wizard’s Feud—This campaign-style adventure pits the players in a long-running series of intrigues and battles between two archmages. Which side will they take? Their actions all play into the overall quest, and could well determine which side wins. Law and Chaos are not always what they seem, and if the wrong decisions are made, the entire ordeal could fail. Remember, one of the wizards WANTS Tsathogga to win. 5. New monsters, new demons, new spells, and new rules for various aspects of play. 6. The Tower of Bells. This dungeon is the result of the workshop Bill ran at PaizoCon 2013, where the participants assisted him in building an old-school dungeon. Visit the tower and discover the secrets of the “artist” within. Beware: those entering may never come out!

Cover of The Passenger
The Passenger
5th Edition
Levels 10–12
18 pages
0

Mr. P has a job for you. You must investigate three robberies that took place in Waterdeep in the past few days, and connect them to whoever is responsible. All clues lead you to a certain mansion, but it is certain that the raid will not be easy, as they are always watching, always one step ahead... Who's watching you ask? What do you mean? No one is watching.

Cover of I7 Baltron's Beacon
I7 Baltron's Beacon
AD&D
Levels 4–8
32 pages
0

A strangely delivered advertisement has led you to a sage named Demetrios. He needs a rare component to complete a desperately needed potion. The journey to retrieve it will take you through a large, unexplored swamp to a ruined keep, the former headquarters of a vile cult that once claimed the lives of many innocent youths. You cautiously accept the mission... To solve the mysteries of "Baltron's Beacon," the characters must excel in handling wilderness, building ruins, traps, puzzles, and new monsters. This adventure, originally designed for tournament use, is now available for your own campaign. TSR 9152

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 I3 Pharaoh
I3 Pharaoh
AD&D
Levels 5–7
32 pages
0

For 1000 years, the Pyramid of Amun-re has lain undisturbed. Now the ghost of the once-great Pharaoh pleads with adventurers to venture into his tomb, foil the devious traps within, and free his soul. A classic dungeon crawl, with mazes and quality lore. No one has ever returned from the tomb of Amun-re: his Star Gem must still lie unclaimed! You will need all your cunning, imagination, strength and magic -- just to survive! TSR 9052

Cover of Pathfinder Society Scenario #24: Decline of Glory
Pathfinder Society Scenario #24: Decline of Glory
3.5 Edition
Levels 1–7
23 pages
0

When the son of a famous Pathfinder gains control of his father's holdings in Taldor, the Pathfinder Society decides to build a new lodge there as a base to explore the many ruins of that crumbling empire. Unfortunately, the Taldan Phalanx has its eye on the holdings and an ancient curse has turned many of the residents into the walking dead. Can you survive the tangled web of Taldor's politics and fight off the echoes of the past or will you, too, see your glory decline?

Cover of The Secret of Sharlo Tan
The Secret of Sharlo Tan
5th Edition
Levels 2–4
40 pages
0

Sharlo Tan was a sorceress. She was a scholar. She was a spy. And she left behind a legendary trove of treasure, guarded by riddles, secrets, and the passage of time. But it isn’t an ancient rumor that has the people of Rivesby on edge. The hobgoblins of the Lamellar Banner have encamped less than a day’s march away, and no one knows what has brought them out of their stronghold. In this richly detailed adventure, players can choose whether to play peacemaker or treasure hunter, explorer or exterminator. But they won’t be the only ones playing games, as they encounter creatures and NPCs who have their own conflicts and motivations. The Secret of Sharlo Tan is a mid-length adventure for levels 2-4 that easily plugs into any 5e campaign. It’s particularly suited to those who love witty books, solveable riddles, and nuanced interactions, but it readily accommodates smash-mouthed impatience as well. Depending on playstyle, it can fill 2-4 play sessions of 3-4 hours. The adventure includes: * 40-page fully illustrated PDF with player handouts * 3 stat blocks * 4 dungeon maps in DM and unmarked versions * 11 all-new magic items

Cover of The Terror of Screeching Hill
The Terror of Screeching Hill
5th Edition
Levels 1–3
16 pages
0

The Terror of Screeching Hill is an adventure designed for a party of four level 1-3 characters. Introduce your friends to Dungeons & Dragons or take a break from your current campaign and save the town of Stonehollow in this early level one-shot! To the villagers of Stonehollow, the flight of bats warns of an impending disaster. Earthquakes, which riddle the small mining town, often follow this omen causing cave-ins and trapping miners underground. Thankfully, the ground hasn't shaken in weeks. However, every night at sunset, a colony of bats fly over the town as a haunting cry echoes over Screeching Hill, a mound on the southern outskirts of the village. Villagers have begun to go missing, including the town's doctors Simon and Kirk Bartok, and some have suffered terrible wounds after being attacked by a relentless creature out of the darkness. With no doctors to treat the wounded and the expectation of more attacks, the villagers of Stonehollow turn to you for help. Will you investigate the terror of Screeching Hill and save the town from its reoccurring nightmare? Included: - A 16 page one-shot designed for level 1-3 characters - Unique maps - Two player handouts - A simplified document compatible with screenreaders

Cover of Paint The Town Red
Paint The Town Red
5th Edition
Levels 5–6
18 pages
0

A sudden riot in the city reveals a clandestine drug operation hidden within an underground pit fighting ring. The players must follow the trail of evidence, fight their way through the arena’s champions, and locate the source of the substance to purge it from the streets once and for all.

Cover of DDAL08-14 Rescue From Vanrakdoom
DDAL08-14 Rescue From Vanrakdoom
5th Edition
Levels 11–16
23 pages
0

Vampires in service to Shar, the Mistress of Night, are somewhere in Vanrakdoom. You must locate them without drawing the attention of the other residents of this dangerous place. Part Two of the Undying Threat trilogy. A 4-6 Hour Adventure for Tier 3 Characters. Optimized For: APL 13

Cover of Fraternity of Ash
Fraternity of Ash
5th Edition
Levels 1–4
45 pages
0

The village of Strangelight is on the border of the fey lands, and so its eccentric inhabitants are well-accustomed to magical danger. But now, a fiendish warlock and her devils are terrorizing the village, and only a hardy band of heroes can stop them... The focus is on exploration and social interaction, but it features an epic boss battle! This adventure has been thoroughly playtested, requires minimal preparation to run, and can be easily used with any Fifth Edition campaign!

Cover of DDAL07-18 Turn Back the Endless Night
DDAL07-18 Turn Back the Endless Night
5th Edition
Levels 17–20
41 pages
0

Your foe seeks to unlock the Iron Door beneath the Peaks of Flame and open the way for the Eater of the World. You must find your way through the maze of tunnels and stop them, or it will be the end of all things. Part Four of the Broken Chains Series.

Cover of DQ3 - Demise of the Slavers
DQ3 - Demise of the Slavers
5th Edition
Levels 3–5
30 pages
0

Retribution and revenge are yours for the taking! Demise of the Slavers pits you against the forces responsible for turning your life upside down and kidnapping your friends and family. The original pair of adventurers have come a long way and with the help of friends, it is time to end the slavers hold on your homeland of Esaq! Don’t miss this exciting conclusion for the DQ series.

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 Drastic Measures: A First Level Spelljammer Adventure
Drastic Measures: A First Level Spelljammer Adventure
5th Edition
Level 1
22 pages
0

Drastic Measures is a two to three hour adventure for four to six first level characters in a new Spelljammer campaign. It is designed to be a springboard for new players to introduce their characters and come together as a team. The DM can use this adventure as a foundation for any new Spelljammer campaign or as a hefty one-shot adventure. Upon completion of this adventure, the characters will advance to second level and the DM will have a menu of ideas for a continued campaign. This publication has 22 pages and includes a deck plan and statistics for a brand-new spelljamming ship, stat blocks for convenience, and an appendix for determining the mysterious reasons why the characters find themselves aboard this unusual ship. This adventure assumes you already own the D&D core rulebooks and the Spelljammer: Adventures in Space boxed set. The adventure begins with confusion, a ghostly warning and clouded memories as the players awaken from a deep sleep within an unfamiliar vessel – the Drastic Measures – adrift among the wreckage of a ship graveyard in deep space. They must work together to find their equipment, get the ship up and running, and defend themselves from oncoming pirates. A handful of oddball NPCs aids the players as they come to realize this is no ordinary ship. The DM will delight in answering such questions as why are the players here? Why were they in hibernation? Who built this ship, and why?

Cover of The Pillars of Pelagia
The Pillars of Pelagia
5th Edition
Level 3
48 pages
0

Along the windswept sea coast are several natural stone columns, sacred to the Sea Goddess Pelagia. One of these pillars is the tower of a reclusive wizard, a devout follower of Pelagia. But the wizard has gone missing, and the locals suspect foul play. Surely a powerful wizard must have many enemies! A band of fledgling heroes is tasked with entering one of the Pillars of Pelagia to contend with all manner of magical defenses, while uncovering cryptic clues to the wizard’s disappearance planted by an unknown benefactor. The insidious evil plot they uncover could spell eventual doom for the surface world. But the Pillars are sacred to Pelagia, and the Sea Goddess herself might just play a minor role, aiding the heroes as they attempt to thwart a nefarious plot.

Cover of The Cursed Knights of Crestmoor
The Cursed Knights of Crestmoor
OSR
Levels 1–3
18 pages
0

In an age obscured by mist and memory, Sir Galen the Brave and his knights struck down the Drake of Crestmoor with steel and flame. But as the years turned, and the heroes returned to dust, their deeds faded into myth. Doubt lurked where awe once dwelled, and in time, the bards sang of lesser deeds. In the hollows of the wilderness, the stones of their forgotten tomb crumbled beneath ivy and shadow. The Cursed Knights of Crestmoor is a short dungeon crawl for four characters of levels 1-2 using Shadowdark RPG ©. The adventure is designed to be easy to run for new game masters. Players should not be cavalier in their approach to this dungeon. There are threats in the tomb which could easily kill foolhardy player characters. Long ago a band of knights led by Sir Galen slew the black dragon known as the Drake of Crestmoor - a malevolent creature whose true name was Morghast the Black. With his dying breath, the dragon cursed Galen and his friends that they would never find rest in death. Today, the once well-kept tomb has fallen into ruin. Some time ago a band of kobolds moved into the subterranean mausoleum and began using it as a base of operations. More recently, a lizardfolk shaman named Kall’eth and his warband arrived and took over, pressing the kobolds into their service. Kall’eth came to Galen’s tomb to recover the knight’s Fireblade - a sword of dwarvish make used to slay Morghast long ago. The tomb is crawling with kobolds, lizardfolk, and the restless husks of Galen and his compatriots. A magic sword, a missing wedding ring, and plenty of adventure await you in…The Cursed Knights of Crestmoor!

Cover of I See Dead People Out of One Eye
I See Dead People Out of One Eye
OSR
Levels 2–5
2 pages
0

One page adventure, one page map. A necromancer desiring to increase her undead army has unleashed a zombie horde on a remote village. Patch, one-eyed dog of Duff the blacksmith, survived the village massacre which turned most of the inhabitants into zombies. The dog lost his eyepatch in the confusion. If a Speak with Animals or similar spell is used or if a character can read animal emotions well, Patch may tell the location of some of the zombies and the massacre's survivors. Adventure hooks included. Published by Wicked Cool Games

Cover of The Workshop Watches
The Workshop Watches
5th Edition
Level 5
9 pages
0

"A murderous laboratory comes to life in this adventure for 5th level characters." The players are tasked with investigating the disappearance of a mage who has been creating an A.I.-like arcane Workshop. Through the adventure, the PCS will soon learn that the A.I. has taken over and is using magic beyond it's understanding, having never ventured out into the world. How will the PCs stop a naive yet dangerously magical A.I. determined to get out into the world?

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.