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Cover of The Soulmonger
The Soulmonger
5th Edition
Levels 2–4
24 pages
0

The village of Longbarrow faces a dire threat. Dozens of devils besiege the village to relieve the inhabitants of their souls. It is up to the heroes to put an end to the machinations of Igach, a sly devil in services of Azaketh. Seek out the source of the devil incursion, and deliver the helpless villagers! Igach's Reign of Terror is an adventure designed for 3-7 2nd to 4th level characters and is optimized for five characters with an average party level (APL) of 3. The adventure is the first of two chapters about the events surrounding Logrimm's Tower. The, yet to be released, second chapter deals with Logrimm's Tower itself and the characters' struggle to reach the top. With only minor adjustments, Igach's Reign of Terror can also serve as a 4 to 8 hour long one-shot adventure independent from Chapter 2.

Cover of Midwinter Maleficence
Midwinter Maleficence
5th Edition
Levels 1–4
17 pages
0

The adventurers are called to the village of Pinecrest where all but one of the children have gone missing. Can they find the lost babes in the wood before the children meet their grisly fate?

Cover of DDAL08-08 Crypt of the Dark Kiss
DDAL08-08 Crypt of the Dark Kiss
5th Edition
Levels 5–10
16 pages
0

Are there actually vampires in Undermountain? The Baron of Blood demands that you find out! Part Two of the Vampire Hunt trilogy.

Cover of The Fruit of Evil
The Fruit of Evil
5th Edition
Levels 4–10
26 pages
0

A Halfling girl battling a rare disease that no magic can cure. A fruit, which has the power to heal and the power to corrupt, now guarded by mad siblings. A journey through a hostile forest, a trapped tower, and a dungeon to retrieve the fruit to heal the young girl. Will your heroes be triumphant, or will they perish while attempting to retrieve the mysterious fruit?

Cover of One Shot to Die Hard
One Shot to Die Hard
5th Edition
Level 3
22 pages
0

Throw your party into an action movie in this pulse-pounding, single-session adventure inspired by Die Hard. This adventure sends your party to celebration of the winter solstice, on the top floors of an archmage's tower. When a group of mercenaries led by a revenge-seeking criminal mastermind crash the party and take the guests hostage, the adventurers are plunged into their own real-life action movie. Yipee Ki-Yay! General Features - Designed for a level 3 party - Playable in 3-4 hours (and playtested) - Gritty and dangerous; the party starts without any weapons or spellcasting and must ambush the mercenaries to arm themselves. - Includes 8 new magic items and 3 new stat blocks. - 7 fully-mapped floors of the wizard's tower, modeled after the floorplans of the real-life building where the original Die Hard was filmed. Why Players Will Love It - Your choices matter! This is not a linear adventure by any means. You're dropped in a dangerous situation, deprived of your gear, and what happens next is up to you. - You're in an action movie! Ever wanted to crawl around air ducts or up elevator shafts, or swing from a roof and smash through a window? Now you can! - Deadly, but with a safety net. The first to die gets a fun surprise, and stays in the game. - Fun loot! If you continue with these characters after this adventure, you'll have some fun new toys to play with. - It's Die Hard! If you're a fan of the movie, you'll be a fan of this adventure. Why GMs Will Love It - It's flexible and easy to run, and rewarding without being overcomplicated. - A quick-reference page contains all the information you might need at a moment's notice, including suggested on-the-fly combat encounters, NPC names, and a cast list with roleplay suggestions for each character. - A plot checklist to help keep you on track during the game. - Most importantly, information is right where you expect to find it.

Cover of Encounters in the Savage Frontier
Encounters in the Savage Frontier
5th Edition
Levels 1–8
72 pages
0

What could happen while traveling the vast Savage Frontier? Just about anything! Encounters in the Savage Frontier includes 24 unique encounters of various difficulty that can be used while the adventuring party travels the Savage Frontier. It also includes several new creatures and magic items, digital hand-drawn maps (10 as downloadable .jpg files), and original artwork. Some of the encounters are short and brief, while others may take you a full gaming session to complete. Available for Fantasy Grounds

Cover of Grammy's Country Apple Pie
Grammy's Country Apple Pie
5th Edition
Levels 1–3
8 pages
0

A kid-friendly adventure for heroes of all ages and experience levels! When the ancient wizard Tyndareus develops a craving for a special treat from his childhood, he will stop at nothing to get his hands on the best apple pie in the whole world. He hires a group of adventurers to seek out the bakery that once produced the wonderful dessert – unfortunately for them, the bakery has long since been overrun by goblins. But all is not as it seems at Grammy’s Bakery, and Tyndareus isn’t the only one who’d do anything for those pies.

Cover of Love's Labour Lost
Love's Labour Lost
5th Edition
Level 4
18 pages
0

The Lady Marinto’s father is embroiled in political turmoil in his home nation. So he spirited his daughter away and the PCs are asked to guard her for a time. But just who, or what, is after her…and why? A four-hour adventure for 4th level characters set in the Forgotten Realms, featuring elements from far-off Kara-tur.

Cover of WE-1: Red Dawn
WE-1: Red Dawn
5th Edition
Levels 1–4
67 pages
0

WE-1: Red Dawn: An Eberron adventure about the end of the world. The year is 1019 YK, and the world is ending. Twenty-three years ago, the nations that were once Galifar signed the Treaty of Thronehold and ended the Last War. Now, the drums of war rumble once again. The peace that lasted a generation is threatened, and Eberron may go to war once again. As a member of the Scions of the Second Dawn, a secretive order dedicated to studying the Draconic Prophecy, this is merely background to you. Or, it was, until the eve of your initiation as full Scions. You emerged from the rite to find your monastery destroyed, bandits looting it, and all your friends and allies slain. You are the last survivors of your order, and the world is ending. You cannot stop the end of the world. But you can rebuild it. Can you escape the wreck of your secret order’s monastery, journey across the mountains in winter, search the mountain valley to unlock the cipher, and discover how to rebuild the world? Or will your frozen bodies join those of your fellows? Will you fall to fatalism and ennui, or will you fight to save what can be saved and rebuild what can be rebuilt? Find out, in the light of this RED DAWN.

Cover of After Lost Mine I: Orcs to Phandalin
After Lost Mine I: Orcs to Phandalin
5th Edition
Levels 5–6
14 pages
0

The Ghost Tribe of Orcs have been driven from their home under the Sword Mountains by some terrible evil and they now see Phandalin as their best option for a new home. The heroes, who are on their way to Phandalin for a much needed rest after their adventures in the Lost Mine, must make it to town in time to warn the inhabitants and help prepare for the orc attack. Orcs to Phandalin is the first of four parts in the After Lost Mine series and will detail the trip to Phandalin. There will be three subsequent adventures: Part II, which details the battle to save the city; Part III, which details the trip to the orc’s cave settlement; and Part IV, detailing the party’s mission to deal with the terror from the Underdark that drove the orcs out of their home.

Cover of What Stalks the Night? (DC-POA-PND-5)
What Stalks the Night? (DC-POA-PND-5)
5th Edition
Levels 5–10
19 pages
0

DC-POA-PND-5 What Stalks the Night? (Fourth and Final Part of the Strange Case of Erland Forsk) Many residents of Easthaven were woken in the early morning by an explosion. One of the houses near the Wet Trout tavern exploded, and a trail of large, webbed footprints were left in the snow leading off into the wilderness. Two-Hour Adventure for Tier 2 Characters. Optimized for APL 8 Using the DungeonCraft seed My, What Big Feet You Have Don’t Go Outside! The Strange Case of Erland Forsk is a four part series of DungeonCraft adventures, each 2-hours long. DC-POA-PND-2 What Skitters Beneath? (tier 1) DC-POA-PND-3 The Watcher in the Attic (tier 1) DC-POA-PND-4 Eateat Go Home? (tier 2) DC-POA-PND-5 What Stalks the Night? (tier 2) ``` Now is not the time to go outside Crawl back into bed and close your eyes Now is not the time to go outside Lock the doors and find a place to hide — Poppy - Don't Go Outside ```

Cover of Temple of the Opal Goddess
Temple of the Opal Goddess
5th Edition
Levels 5–8
44 pages
0

A noble scion and his retinue from Baldur’s Gate left on an adventure amid much fanfare. That was two weeks ago. Rumours in the taverns suggest only a single soldier returned, bearing grievous wounds and a ransom demand. Is this a simple case of misadventure, or are darker conspiracies afoot? Can you locate and rescue the nobleman, or will you fall victim to the malevolent powers stirring deep within the Temple of the Opal Goddess?

Cover of Ravenloft: Carnival of Lost Souls Campaign Guide
Ravenloft: Carnival of Lost Souls Campaign Guide
5th Edition
Levels 5–6
48 pages
0

Ravenloft: Carnival of Lost Souls Campaign Guide is a guide for Dungeon Masters who bought our other products from the Carnival of Lost Souls campaign series. It connects together all the modular one-shots we released previously into one grand campaign. It also offers guidance about expanding the scope of the campaign with your own ideas. Ravenloft: Carnival of Lost Souls Campaign Guide features: - Starting adventure to kick the things off and get the characters to know the Carnival - In-between interludes and short encounters, which help to flesh out the Lost Souls NPCs more and add depth to the campaign - Grade Finale - an epic showdown with The Caller in the Mists! - Full description for each of the Lost Souls and what happens to them as a result of players’ actions - Check out the modular adventures of the series: Lamordia: The Hardest of Hearts, Dementlieu: Dance with the Devil, Kalakeri: The Forbidden Temple and Valachan: Hunter’s Moon! Disclaimer: We are a team of writers from Ukraine, so the unprovoked war and senseless aggression of the terrorist state of russia influenced our initial timelines significantly. The release of the Campaign Guide marks also a year since the start of the full-blown war. At the moment, we are as safe as we can ever be under the constant threat of missile strikes, and extremely proud that we managed to finish the whole campaign! We are hopeful that the victory is close at hand, and in the new, whole, and peaceful Ukraine, we will create even more cool adventures! ;) Made in Ukraine

Cover of Adventures by FishPirate - Supplement II: Creatures and Adventures Near Phandalin
Adventures by FishPirate - Supplement II: Creatures and Adventures Near Phandalin
5th Edition
Levels 1–30
22 pages
0

Phandalin is a great location from which PCs can adventure. The information in this supplement can be used in conjunction with Lost Mine of Phandelver, After Lost Mine, other adventures set in and around Phandalin, or used to add more flavor to any town. This supplement has information specific to the local varieties of the creatures that inhabit the plains and hills in the area of Phandalin and provides new NPCs, backgrounds, feats, organizations, and adventure seeds that DMs can use.

Cover of The Nightshine Mausoleum
The Nightshine Mausoleum
5th Edition
Levels 3–4
11 pages
0

Attacks by the undead are on the rise in and near the swamp. Rumr has it that the swamp was once an elvish settlement, lost long ago to ruin and sunken into the marsh. But one structure, at least, has yet to be consumed by the swamp. And a long dead cultist of Orcus, buried in that forgotten mausoleum, has returned from the dead. Includes A short adventure for 4-5 characters of 3rd to 4th level A map of the Nightshine Mausoleum Stat blocks for all monsters Unnumbered map suitable for use in your favorite VTT.

Cover of Dark Waters
Dark Waters
5th Edition
Levels 1–4
20 pages
0

Children and a cleric have been kidnapped from a small coastal town by undead creatures who crawled out of the sea. Defend the Captain's Folly Tavern, investigate the mystery, swim through underwater caverns, and fight the monstrous denizens of the deep in order to save the kidnapped civilians! This adventure includes: 4 New Monsters, 4 New Magic Items, A Seafaring Skill Challenge, & Complications for an Underwater Chase Encounter!

Cover of Call of the Crystal Chasm
Call of the Crystal Chasm
5th Edition
Levels 9–11
25 pages
0

The humble hamlet of Brackinstone is home to a small community of halflings dedicated to the goddess Yondalla. When a raiding force of bullywugs threatens the isolated settlement, the player characters are asked to intervene on Brackinstone's behalf. However, it soon becomes apparent that something sinister is at work in the otherwise innocuous hamlet. What's included: 1 uncanny adventure divided into single-page sections for easy running 3 extra encounters that can be added in to add tension or increase the difficulty 2 fully-colored maps with unlabled versions for players (made with assets from 2-minute Tabletop) 9 custom NPCs with clickable links for quick access to statblocks 4 story hooks to continue the adventure afterwards (depending on the characters' actions) Content Warnings: Violence, death, abduction, psychological manipulation, body horror

Cover of The Test of High Sorcery
The Test of High Sorcery
5th Edition
Levels 3–4
154 pages
0

So you want to be a Mage of High Sorcery? To join the esteemed organization, you must travel to the Tower of Wayreth and undertake the most important event in your life—the harrowing Test of High Sorcery! If you can survive where so many aspiring mages have failed, you will forever bind your soul to the Gods of Magic and gain access to untold arcane secrets. The Test of High Sorcery is the perfect adventure for new and veteran players looking to experience Dungeons & Dragons in a new way! It is a solo adventure, where your choices have meaningful consequences, but it also provides balanced rules to play with a group or a Dungeon Master. This 154-page tome features: - A sprawling adventure that fits perfectly as an expansion to any Dragonlance campaign, Dragonlance: Shadow of the Dragon Queen, or as a stand-alone replayable experience - A tale full of sorcerous intrigue, featuring many new characters alongside iconic favorites like Fistandantilus, Takhisis, Fizban the Fabulous, and the Gods of Magic - Innovative Destiny and Trait mechanics make your choices really matter—and ensure every mage’s Test of High Sorcery is a unique experience - Over 60 possible outcomes to determine which Order of High Sorcery you join and provide compelling new plot hooks for your character during future adventures - Dozens of unique locations with rich stories and sorcerous challenges that Dungeon Masters can use to create their own version of the Test of High Sorcery - New magic items and stat blocks, with mechanics that support clever use of enemies’ weaknesses and the environment against them - Four gorgeous sample characters, with interactive character sheets designed to be new-player friendly so that you can jump right into the story - A detailed primer on the history of Krynn and how it relates to the Mages of High Sorcery - A community survey when you finish to let you see how you compare to other mages taking their Tests of High Sorcery

Cover of MM1 The Modron Maze
MM1 The Modron Maze
5th Edition
Levels 3–5
25 pages
0

In a distant dimension of existence, a collective of Modrons run experimental tests to find the answer to one question: What draws adventurers to places known as "Dungeons"? Hijacking the travel of adventuring parties, these Modrons subject them to a series of tests in their artificially created dungeon. Deadly combat, logic puzzles, "moral" challenges, and a plot about a kidnapped "Maiden" Modron by an "Evil Wizard Construct" can be found within. But not all is as it seems... Leading the experiment is a rogue Modron officer named the Creative Director, who has gone mad and morphed the tests into an elaborate death trap for adventurers. Seeking revenge against those it considers responsible for its “imprisonment”, it pits the adventurers against ever escalating challenges. Who will defeat the Creative Director and put an end the mad tests?

Cover of A Dream of Eternal Sleep
A Dream of Eternal Sleep
5th Edition
Levels 2–4
? pages
0

Dr. Rudolph Van Richten and his network of investigators have hunted and put an end to numerous creatures of the night across the Domains of Dread. But some foes are more elusive than others, and will require the aid of heroes to put an end their reign of terror and close out these open cases. A simple rest turns into a waking nightmare as visions of death haunt the heroes’ dreams. A Dream of Eternal Sleep is the introductory adventure to the ghostly Night Terror, Kazander, and begins within adventurers’ own dreams. It provides the basis for an extended campaign that will take heroes through the cerebral and nightmarish domains of dread as they seek a way to confront this foe in the Nightmare Lands. Content Warning: Near-death Experiences, Recurring Nightmares, Sleep-walking, Possession.