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Cover of DDAL07-01 A City on the Edge
DDAL07-01 A City on the Edge
5th Edition
Levels 1–4
50 pages
0

Often called the “Gateway to Chult”, the exotic city of Port Nyanzaru is built upon a landscape both mystifying and marvelous. However, the city’s vibrant beauty is overshadowed by a mysterious scourge that plagues all within the land. Can the divergent forces within the city discover the truth before all are overcome by this growing threat? Five Four-Hour Mini-Adventures for 1st-4th Level Characters

Cover of Harbinger House
Harbinger House
AD&D
Levels 4–7
64 pages
0

A succubus with an unquenchable lust for power is turning the Cage into a ripping madhouse. And the Lady of Pain ain't pleased. . . . Something's foul in Sigil, berk. A mad slasher prowls the streets, leaving a trail of bloody clues in his wake. Leatherheads boldly court the Lady of Pain, longing for the sharp touch of her shadow. Even the silent dabus're acting barmy, a sure sign that the Lady herself is uneasy. Are these strange events tied to a madhouse full of spell-touched sods ready to slip the bonds of mortality? A curious body'd better step carefully. After all, the dead-book's full of fools who wished for power?or got in the way of another berk's wish. Harbinger House is a Planescape adventure for four to six characters of 4th to 7th levels. From Sigil to the Outlands and back again, the heroes must piece together a puzzle that could shake the Cage to its foundations. A dark secret of the multiverse wails to be discovered in the lunatic asylum called Harbinger House, and only the player characters can shape its power-for good or ill. TSR 2614

Cover of The Burning Plague (3.5)
The Burning Plague (3.5)
3rd Edition
Level 1
12 pages
0

A sickness has come unto the simple mining community of Duvik’s Pass, poisoning their wells and blighting their crops. With the pestilence leaving the strongest men of the town’s guard a few short days away from death, the burden of descending into the mines and purging the wellspring of whatever evil has settled there falls to an intrepid band of adventurers. Can these noble heroes prevail within the depths of Duvik’s Pass, or will they too fall victim to the perils of The Burning Plague? The Burning Plague is a DUNGEONS & DRAGONS adventure designed for a party of four to six characters of 1st level. Dungeon Masters (DMs) should feel free to adjust the adventure as necessary to accommodate groups not falling within this range. However, given the fairly low power level of the inhabitants of the mines at Duvik’s Pass, it should be noted that parties consisting of 20 or more total levels are unlikely to find satisfactory challenge within The Burning Plague.

Cover of Steading of the Hill Giant Chief
Steading of the Hill Giant Chief
4th Edition
Levels 12–14
27 pages
0

Faced with an unusual alliance of giants raiding the countryside, the party must venture into the steading of hill giant chief Nosnra and uncover maps to the locations of the other giant strongholds. “Steading of the Hill Giant Chief ” can be run as a stand-alone adventure, or you can play it as the first part of a four-part series that continues with “Warrens of the Stone Giant Thane” (Dungeon 198), “Glacial Rift of the Frost Giant Jarl” (Dungeon 199), and “Hall of the Fire Giant King” (Dungeon 200). The adventure is part of the Against the Giants series originally by Gary Gygax, hence the writing credit.

Cover of DDEX01-13 Pool of Radiance Resurgent
DDEX01-13 Pool of Radiance Resurgent
5th Edition
Levels 5–10
28 pages
0

Vorgansharax rules Phlan, using the Cult of the Dragon to extend his noxious gaze. But the green dragon seeks far more than control of the beleaguered town – ultimate power is nearly within reach. Will he reactivate the Pool of Radiance and ascend to greater prominence amongst his kind? A sequel to DDEX1-10 Tyranny in Phlan and Part Two of Under Emerald Claws.

Cover of DDEX02-09 Eye of the Tempest
DDEX02-09 Eye of the Tempest
5th Edition
Levels 5–10
68 pages
0

A storm of unparalleled fury has been ravaging the peaks of the Earthspur Mountains for a tenday, and the Monastery of the Yellow Rose sits in its eye for now. Some monks have fled the monastery to the safety of Mulmaster and beseech you to convince their more obstinate brothers to retreat to the city before the eye of the storm shifts, and the monastery is in terrible danger. Can you brave the elements and convince the monks to escape? An eight-hour adventure for 5th-10th level characters.

Cover of The Last Breaths of Ashenport
The Last Breaths of Ashenport
4th Edition
Level 8
36 pages
0

The seaside town of Ashenport has a troubled past and a dark secret. If you spend a night in Ashenport, you just might not wake up the next morning. "The Last Breaths of Ashenport" is an adventure of survival and alien horrors. The adventure is self-contained and can be placed in any setting. Pgs. 70-105

Cover of DDEX03-16 Assault on Maerimydra
DDEX03-16 Assault on Maerimydra
5th Edition
Levels 11–16
83 pages
0

The time has come for the brave and the bold to put an end to the machinations of Maerimydra’s demonic occupiers and their fiendish fire giant ruler. This will be no mean feat; the city is a cesspit of corruption and madness. You will have help, however, as an unlikely group of allies have gathered to your side in the Underdark beneath Faerûn. Danger, glory, and redemption await those brave enough to seize it. With allies gained from denizens of the Underdark, the former drown enclave of Szith Morcane is on the precipice of being retaken. During the battle for Szith Morcane, secrets of the drow community are revealed. What will you do with this knowledge, and how will it affect the outcome of the conflict?

Cover of Baldur's Gate: Descent into Avernus
Baldur's Gate: Descent into Avernus
5th Edition
Level 1
256 pages
0

Welcome to Baldur's Gate, a city of ambition and corruption. You’ve just started your adventuring career, but already find yourself embroiled in a plot that sprawls from the shadows of Baldur's Gate to the front lines of the planes-spanning Blood War! Do you have what it takes to turn infernal war machines and nefarious contracts against the archdevil Zariel and her diabolical hordes? And can you ever hope to find your way home safely when pitted against the infinite evils of the Nine Hells?

Cover of DDEX01-04 Dues for the Dead
DDEX01-04 Dues for the Dead
5th Edition
Levels 1–4
25 pages
0

For years, the Most Solemn Order of the Silent Shroud has tended the dead at Valinghen graveyard, providing them a peaceful eternal rest. Now, that rest has been disturbed by a necromancer seeking out a key to re-activate the Pool of Radiance.

Cover of The Lost Mines of Karak
The Lost Mines of Karak
4th Edition
Level 6
38 pages
0

“The Lost Mines of Karak” is the sequel to “The Shadow Rift of Umbraforge” and the fourth part of the Scales of War adventure path. After the player characters' success in "Siege of Bordrin's Watch" and "The Shadow Rift of Umbraforge", they have garnered something of a reputation in the city of Overlook. They are introduced to a wealthy patron that believes there is a connection between a shadar-kai arms dealer (from the previous two adventures) and a long lost dwarven mine. The patron wishes the PCs to find and secure the mine in order to use its wealth and resources to defend the city. The party then must travel through a wasteland and desert to find this mine. Once they have, they must fight through the hordes of monstrous creatures that inhabit it and defeat the Queen of the Drylands - a powerful naga. Pgs. 56-93

Cover of Touch of Madness
Touch of Madness
4th Edition
Level 10
45 pages
0

Beyond the mortal world, somewhere outside the bounds of the Astral Sea, the Far Realm yawns immeasurable. Beyond the reality of gods and mortals, this plane is a realm of contradictions, a mad place of fevered creation checked only by pointless extinction. The Outside is a sea of diseased possibilities, where the stuff of madness seethes in a soup of the incomprehensible and the unnamable—shuddering, squirming, and sentient. The Stormcrows, responding to the psychic cry from the stone, dispatched a force to retrieve it. The attackers descend on Wellspring, slaughtering and destroying in the search for their treasure. PCs can come to the town’s defense and repel the horde. A priestess of Ioun then turns to the heroes to find the item the monsters were seeking. From the recovering town, the heroes cross the wilderness to the Kaorti Temple. The trail ends at a ruined tower overlooking a deep ravine. Inside the tower, the heroes must overcome the terrible creatures in their search. In the end, they find the relic has been stolen.

Cover of House of Pain
House of Pain
4th Edition
Levels 8–10
8 pages
0

Your PCs are reaching the upper end of the heroic tier. New worlds are opening up to them—they might have already ventured to the Feywild, for example, and made contacts with inhabitants of that magical plane. Now they are ready to take their first steps into the darkness. The Shadowfell awaits... Vandariel, a shadar-kai witch who calls herself the Voice of Pain, is a fanatic devotee of the Raven Queen. She has founded and become the self-proclaimed high priest of a bizarre cult, the Lords of Pain, whose purpose is to bring more fey into the shadow pact with that goddess of death. Although the original shadar-kai entered this pact voluntarily, and the race breeds true, Vandariel is consumed by what she sees as a divine mission to reveal the mystery to all fey—whether they wish it or not. Those who do not come voluntarily to the truth are brought against their will. Dark stalkers move like the night, seeking out and abducting suitable subjects. This Side Trek can serve as an introduction to the dangers of the shadow realm. It works well for PCs who are approaching the paragon tier, since it presents a reasonable challenge for characters of 10th level. It is suitable as a climactic encounter for lowerlevel adventurers, as well. It consists of only two encounters.

Cover of Storming the Clouds
Storming the Clouds
4th Edition
Level 27
6 pages
0

Every fifty years, a pair of storm titans met to pray in an isolated and well guarded cloud temple. This time, they have obtained a copy of the fabled Ritual of the Primordial Gate and are exploring its secrets in hopes of bringing a lost primordial to the world. Divine messengers are sent to the PCs to enlist their aid in disrupting the storm titans’ efforts.

Cover of The Slaying Stone
The Slaying Stone
4th Edition
Level 1
32 pages
0

In the ruins of Kiris Dahn, a human town, lies a 'Slaying Stone'. The stone is said to have the power to kill any foe, though the stone is consumed in the process. The party will venture into the ruins which are the home to an assortment of goblins, hobgoblins, and kobolds. However, a mercenary band of orcs have been hired (by a benefactor who is not met in the module) to search the ruins for the Stone, and the party must find it first. The party must use caution and stealth to move through the town without alerting the denizens or the mercenaries while searching strategic points around the abandoned town to find the Stone. Eventually, the party should find the stone under the protection of an indifferent Brass Dragon.

Cover of Waterdeep Dragon Heist
Waterdeep Dragon Heist
5th Edition
Levels 1–5
224 pages
2

Welcome to Waterdeep! A fantastic treasure trove is yours for the taking in this adventure for the world's greatest roleplaying game. Famed explorer Volothamp Geddarm needs you to complete a simple quest. Thus begins a mad romp through the wards of Waterdeep as you uncover a villainous plot involving some of the city’s most influential figures. A grand urban caper awaits you. Pit your skill and bravado against villains the likes of which you’ve never faced before, and let the dragon hunt begin!

Cover of Temple of the Zealots
Temple of the Zealots
4th Edition
Level 6
6 pages
0

A group of snaketongue cultists has occupied an abandoned, partially sunken temple near a swamp. They grow impatient waiting for their yuan-ti master to join them, unaware that he has been slain by a rival faction of yuan-ti. Frustrated, the cult strikes against nearby villages in the hope of drawing the favor of Zehir. Investigating rumors of a serpent cult harassing a nearby town, the PCs have explored the swamp and discovered the overgrown temple. Its once-ornate stone door now hangs off its hinges, providing a narrow space for one character at a time to squeeze through. Pgs. 42-47

Cover of The Sinister Secret of Saltmarsh
The Sinister Secret of Saltmarsh
5th Edition
Level 1
24 pages
0

Chapter 2: The Sinister Secret of Saltmarsh In this version of the adventure, the characters find navigational charts and logs aboard the Sea Ghost that implicate its crew as slavers. Ned Shakeshaft is a Scarlet Brotherhood agent. He makes an attempt to foil the characters, but his true intent is to surrender and implicate Gellan Primewater as a key villain. The distraction afforded by the lizardfolk and the looming sahuagin threat gives the Scarlet Brotherhood the opportunity to bring more agents into town. posing as mercenaries brought in by Anders to protect the town. If Gellan can be removed from the council, Solmor might ask one of the characters to take his place.

Cover of Written in Blood
Written in Blood
5th Edition
Levels 1–14
14 pages
0

"Every year, the Awakening Festival draws folk from across the rich expanse known as Godsbreath, uniting celebrants as they tell their history in song and set the course for the upcoming year. But the mood turns grim when a group of farmers suddenly turns violent, manipulated by an unknown magical malady. In the aftermath, well-known trader Aunt Dellie fears for her goddaughter Kianna-a worker at the farm the attackers came from, deep within the outlying farmlands known as the Rattle. When characters investigate, they are pitted against a lurking evil that uses a young woman's grief and loneliness to lure new victims." Roll20VTT

Cover of Shadowfell Schism
Shadowfell Schism
4th Edition
Level 26
6 pages
0

The Raven Queen’s servants often seek out mighty allies. One of these is the black dragon Quetzallus, who resides in a deep cavern on the Shadowfell guarding a stream of souls flowing into the Raven Queen’s realm. But a death knight named Raxikarthus, betrayed by the Raven Queen in life, now seeks to enslave this dragon for his own purposes. He madly believes that he can stand against the Raven Queen, and seeks allies of all stripes—even her own servants—to do so. The death knight has found a pathway into the Shadowfell thought closed by mortals. Beneath a decayed keep, the undead dragonborn has reopened this portal and led his forces into the Shadowfell itself. The PCs are called in to beard the death knight in his lair. They find it abandoned, but discover a strange passage in the lower reaches. Pgs. 162-167