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Cover of Rage of the Rakasta
Rage of the Rakasta
BECMI
Levels 2–4
16 pages
0

Beware the cat-men's fury! This entry-level module pits a single player character of 2nd to 4th level against samurai cat-men. Rage of the Rakasta is specially designed as a one-on-one for a single DUNGEON MASTER and one player. It can also be played by a DM and a group of players or by a single player without a DM. Rage of the Rakasta takes place in the Thunder Rift game setting. It can be played by itself or as part of a campaign with other modules sharing the same setting: Quest for the Siver Sword, Assault on Raven's Ruins, Sword and Shield, Knight of Newts, and the forthcoming In the Phantom's Wake. TSR 9435

Cover of Temple of the First Fire
Temple of the First Fire
5th Edition
Levels 1–5
19 pages
0

The Temple of the First Fire is a 5e adventure in which a group of heroes must stop an ancient, evil witch known as the Raven Mocker from stealing the eternal flame that lights the sun. If the witch succeeds, it would plunge all humanity into endless darkness. It features a corrupted guardian, a temple suspended from the heavens by divine chains, and a series of unusual encounters, as well as four third-level pregenerated characters! Also available for Savage Worlds. Published by Sigil Entertainment Group.

Cover of Giantslayer
Giantslayer
5th Edition
Levels 1–2
14 pages
0

Yegor Bonecruncher is the most ferocious hill giant in the land. When he begins terrorising the small village of Frickley, the inhabitants have only one hope - the legendary warrior, Jahia Giantslayer. The PCs undertake a dangerous trek through the High Forest to find her, battling wild fey magic all the way. But can Jahia live up to her own legend?

Cover of DC-PoA-RH01 The Chronographers Curse
DC-PoA-RH01 The Chronographers Curse
5th Edition
Levels 1–4
35 pages
0

In the town of Easthaven, a group of adventurers is tasked on a routine mission to resupply an expedition to the Reghed Glacier. But everything is not quite as it seems, and it's not long before the chronographer's misfortunes become apparent.

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 The Gilded Warren of Khazak-Burun
The Gilded Warren of Khazak-Burun
5th Edition
Levels 2–3
79 pages
0

A zero-prep dwarven dungeon crawl for 2-3 players at levels 2-3, playable in a single 2-3 hour session. A prospectors' guild hires the party to delve Khazak-Burun, a dwarven vault-city sealed under a volcano for three centuries, and recover the last Vault-King's signet ring. But the ash was a seal, not a tomb: the forges still hold heat, the traps are still wound, and the clockwork sentinels still walk their routes. At the city's geothermal heart the party chooses whether to wake the machines or descend in the dark, before a vertical foundry, a bridge over a magma lake, and a three-phase confrontation at the vault-throne with the fire bound beneath the mountain. Four acts across seventeen keyed scenes, four pregenerated characters, five original stat blocks, six battle maps, a genuine branching choice, scaling for 2-4 players, and a final moral decision.

Greger's Grotto
5th Edition
Level 1
52 pages
0

Greger’s Grotto is a community of pirates and other criminals, hidden away on a desolate coastline. The players are slaves sold to the Grotto’s owning family and used for manual labour and bloodsport in the arena. In this adventure, the players will need to: * survive harsh prison conditions, including the rivalry between prisoner factions: human, orc, goblin and hobgoblin * fight in arena battles against prisoners and beasts, often with strange twists to entertain the crowd * explore small mini-dungeons attached to the prisoners’ caverns * ultimately escape; whether by force, alliance with fellow prisoners, stealth, cunning or any combination of these Features of this adventure: * Pay-what-you-want (even nothing). * Illustrated with art by Setvasai. * Designed to fit into most campaign worlds. * Simulationist or story-driven: includes information for both. Use random rolls to determine what happens when, or take inspiration from various story hooks. (Or do both.) * 11 unique NPCs, including members of the Grotto’s owning family and leader of the prisoner factions. * Full maps of the Grotto, its arena and prisoner caverns, totalling over 40 rooms.

Cover of Woe to Mistledale
Woe to Mistledale
3.5 Edition
Level 8
21 pages
0

This sequel to issue #87’s ”Raiders of Galath’s Roost” takes the PCs back to the Dales region, where they must uncover a plot to destabilize the region. Zhentarim agents from Zhentil keep are disrupting trade along the Moonsea Ride, while drow from the forests are slaughtering merchants and taking their goods to sow discord between the humans of Misteldale and the elves of Cormanthor. The PCs must embark on a convoluted investigation to uncover the mystery behind the attacks. Pgs. 48-68

Cover of A Raw Reprisal
A Raw Reprisal
5th Edition
Levels 5–10
9 pages
0

The party visits the village of Bellmare, where a hag has recently been slain, and which has since been plagued with deadly wintery weather during the Summer Solstice. The party meets the head of the village, who asks them to find the cause. When the party reaches a small hut in the mountains, they encounter a hag. Rather than attack them, she offers them information to help stop her sister from enacting revenge upon Bellmare. Pgs. 109-117

Cover of The Korranberg Chronicle: Nightmare on the Mournland Express
The Korranberg Chronicle: Nightmare on the Mournland Express
5th Edition
Level 6
30 pages
0

This one-shot, horror-themed adventure is set on the lightning rail of the world of Eberron! Will your party of 6th-level adventurers be able to rescue an innocent before it all comes crashing down!? Nightmare on the Mournland Express features: An example lightning rail to explore. Updated 5th edition rules for running all sorts of encounters on the lightning rail. A bestiary appendix containing 9 stat blocks, including dragonmarked NPCs and nightmarish monsters! Enough material to run an alternate scenario: a train heist!

Cover of DDAL08-10 The Skull Square Murders
DDAL08-10 The Skull Square Murders
5th Edition
Levels 5–10
42 pages
0

When Volothamp Geddarm hires you to recover a missing key, you find yourself wrapped up in a series of murders in Lower Skullport. Can you find the killer before they find you? Part One of the Skullport Shakedown trilogy. A Two- to Four-Hour Adventure for Tier 2 Characters. Optimized For: APL 8

Cover of Locathah Rising
Locathah Rising
5th Edition
Level 9
39 pages
0

The Sea of Fallen Stars connects the eastern and western sides of Faerûn. Many nations that border shorelines along its vast expanse also maintain major navies and trade fleets. A plethora of creatures and humanoid races typically found in the ocean depths live there, including sahuagin, sea elves, merfolk, and locathah. This is a story about what happens when a normally peaceful species is pushed to the point of open conflict. As elemental forces threaten the safety of the nearby locathah communities, heroes rise from among their number to strike back and defend their homes and families. Locathah Rising is a DUNGEONS & DRAGONS adventure designed for 9th-level characters.

Cover of DDAL09-02 Stopped at the Gate
DDAL09-02 Stopped at the Gate
5th Edition
Levels 1–4
29 pages
0

It’s been a long, arduous trip, but you’re finally here—Baldur’s Gate. You’re not out of peril yet, however, even if you’re leaving the lawless wilds behind you, the streets of the Gate still run red with blood. But you quickly find that arriving at the city wasn’t the biggest challenge at all, now you must convince the city’s rulers to grant asylum to you and those in your charge. Part One of the Betrayal is in the Blood series of adventures. A Two-to-Four-Hour Adventure for 1st through 4th Level Characters (APL 3).

Cover of The Horror of Merehurst (AA#40)
The Horror of Merehurst (AA#40)
OSR
Level 1
16 pages
0

The island of Merehurst was once a bustling center for trade. But this was not to last, for in one single deadly night sixty years ago all the people and the animals of the town died - collapsing where they stood. The neighboring villagers of Coombe claimed that the miners dug too deeply into Ynyswel and the spirit of the isle was offended. The island gained a fearsome reputation and only the bravest would dare set foot upon its forested grounds. Yesterday strange lights were seen in the sky over the island and Ynyswel started smoking. The villagers can wait no longer. Brave adventurers must be found who are willing to investigate the Isle of Merehurst to either appease or oppose what lies behind the latest mysterious activities. Advanced Adventures #3 The Horror of Merehurst is an OSRIC(tm) module designed for 6-10 adventurers of 1st level.

Cover of Mischief Makers
Mischief Makers
5th Edition
Level 2
26 pages
0

The town of Oallhelm is small and remote – for years they’ve been prosperous, peaceful, and self-sufficient. That's why it was such a surprise when the hobgoblin Thetch Blindeye led a war band of goblins into town and started terrorizing Oallhelm’s citizens! The PCs are on the outskirts of Oallhelm when they learn town square is overrun with the invaders – the goblins are now feasting in the streets, starting fires, setting traps, and terrorizing anyone left behind. They must drive out these mischief makers to save the town!

Cover of Demonheart
Demonheart
3.5 Edition
Levels 6–8
96 pages
0

Demonheart is a D20 adventure campaign for 4-5 characters. As it is a long and fairly involved story, characters should be level 6-8 when they begin and will earn enough experience to rise to levels 10-12. Demonheart includes many opportunities for both combat and roleplaying. At least one fighter-type is required, and given the wild, frontier nature of the campaign, a ranger’s skills would be especially useful. Stealth and intrigue also favor rogue characters, while a cleric, particularly from a martial order who can fight well would find plenty of opportunity to use his or her powers against the undead and evil outsiders. Demonheart also takes place in a wilderness setting where ancient magic abounds, and the special nature skills of a druid will help the party to make friends with some of the land’s fey or wild elvish inhabitants. Sorcerers and wizards will likewise find use for their talents, but those who understand divine or druidic magic may be more important than arcanists. As this adventure involves the struggle against evil, both ancient and resurgent, the party’s overall alignment should be good, though individuals of other alignments may be tempted to use the ancient magic of the forest for their own ends, or even join with the forces of evil!

Cover of H2 The Mines of Bloodstone
H2 The Mines of Bloodstone
AD&D
Levels 15–18
48 pages
0

The most deadly dungeon ever devised! High-level characters brave the unexplored corridors of Deepearth to confront perhaps the most feared adversary in the AD&D game. The second chapter of the Bloodstone Pass saga follows the conclusion of the desperate war against the bandit army. A cold and bitter winter drives the villagers to the edge of starvation, and numerous horrors strike the town of Bloodstone Pass. Join the adventure as the heroes explore the depths of the ancient bloostone mines, now inhabited by fearsome demons. There they hope to uncover the fantastic treasures rumored to exist in the unknown darkness. But deep within the mines, all is not what it seems.... This module uses the new rules from the Dungeoneer's Survival Guide and Wilderness Survival Guide. The adventure also includes optional BATTLESYSTEM scenarios fought entirely underground. These supplementary products are not required to play the adventure, however. TSR 9168

Melody
AD&D
Levels 6–8
6 pages
0

While traveling a mountainous road, the party hears a "song, echoing faintly through the hills around you--a single, achingly beautiful feminine voice that burns its sorrow straight into your gut. The words are Elvish, but you don't have to speak that language to understand the sense of loss and heartache that fills every note." --from the adventure. Includes map of the tower.

The Happenings at Barralon Manor
5th Edition
Level 1
4 pages
0

A one-shot adventure for level 1 characters, in which the party must investigate a series of mysterious happenings at an old, abandoned manor house on the outskirts of a small town.

Cover of Raiders of Reitheillaethor
Raiders of Reitheillaethor
5th Edition
Levels 3–5
57 pages
0

This is the second of the "High Forest Factbook" adventures series. The caravans have stopped arriving from the North. Lady Morgwais has asked you to investigate and help reopen the trade routes. What begins as a quick job turns into a race to save a queen. This module includes a detailed description of the Elven village of Reitheillaethor including it's NPCs. It can be run either as a continuation of the adventure started in "Menace of Merric", as an extended stand alone adventure or the three individual tombs included in it can be run as short one-off adventures.