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Cover of Valachan: Hunter’s Moon
Valachan: Hunter’s Moon
5th Edition
Levels 8–9
39 pages
0

Valachan: Hunter’s Moon is a slasher/gothic horror adventure for 4-5 level characters of 8-9th level. It can be played over the course of 6-8 hours and should roughly take one playing session, if the party is quick, or two if the party is progressing slowly. This is the fourth and final part of the Carnival of Lost Souls campaign, which can also be played as a standalone adventure. Valachan: Hunter’s Moon features: Fully fleshed out Trial of Hearts with dangerous encounters along the journey Rules for sabotaging rival parties before the Trial New custom monsters to make combat encounters truly memorable and exciting High-quality maps, also available in universal vtt format Check out the previous adventures in the series: Lamordia: The Hardest of Hearts, Dementlieu: Dance with the Devil and Kalakeri: The Forbidden Temple! And look out for the special Campaign Guide, which will explain in detail how to best set up and play the campaign. However, if you want to start your campaign right now, don’t worry - we have included a short appendix at the end of each adventure that will explain the basics! 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. However, we are now as safe as we can ever be under the constant threat of missile strikes, and determined to finish the whole series! And after that - who knows, maybe even more cool adventures will follow ;)

Cover of What's Mine is Ours
What's Mine is Ours
5th Edition
Level 3
17 pages
0

After escaping the oppressive rule of the hobgoblin empire, a tribe of goblins stumbles across a long-abandoned iron mine that would make the perfect home for them, if only it wasn’t already full of dangers. What lurks in the mine is however a secondary problem for the goblins, as they know that hobgoblin scouts will be hot on their heels. Looking to gain a valuable ally, they turn to the local town of Cathric for help. Under orders from the Marquess of Cathric, your band of adventurers is tasked with ensuring that the mine can provide a steady source of iron. Of course, this will mean helping the goblin tribe to get the mine working and defending them from their old masters. Your players will have to face off against the monsters in the mine, a hobgoblin scouting party and some over enthusiastic mining equipment, all while trying to put on a brave face in front of three trainee goblin fighters. Content warnings: spiders, enclosed spaces, displaced populations, authoritarian regimes. It is also implied that a monstrous creature is wounded by another monstrous creature.

Cover of Cult of the Hungry Eye
Cult of the Hungry Eye
3.5 Edition
5 pages
0

Akeni was born a servant to a powerful drow family deep underground, but her personality was anything but servile. When she was caught in an affair with the house matron's mate, she killed the matron and her own paramour and fled, eventually stumbling into the lair of a powerful beholder mage named Ormathulak. Akeni knew immediately that the creature was just the ally she needed to wipe out her hated family. Pgs. 56-60

Cover of The Greatest Suffering
The Greatest Suffering
5th Edition
Levels 3–4
16 pages
0

The town of Warlorn is often thought of as a peaceful one. Not much happens there, and it is usually considered a place of peace were parties could convene to make truces or were the hurt could always come to find someone to care for them. Perceptions can often be incorrect however. The church of Ilmatter, God of Suffering, acts as an effective government in the town. Illmaters tenants are that to help all those who have suffered and to take on their suffering so that they may be healed. To them suffering is truly Holy, and to take suffering on from another is seen as the greatest way to prey to their god. Not everyone is as virtuous as a god, even his own followers, and humanity in taking on holy suffering is still left with desires; lusts that can be corrupted. When the Duchess of Manipulation who delights in corrupting church men spoke to the leader of this clergy of Ilmater, it was no difficult task for her to find a loophole in Illmaters word that she could exploit. If suffering was holy, then truly it should be those that do not yet understand Ilmater’s ways that should feel this suffering. Using a cultist of hers, she was able to create a child that could later be used as an ingredient for a portal right to her layer of hell. It’d be two birds in one stone; corrupt a devoted followers of a god she hated to later take their souls as her own, and create a portal that she could use to cross both herself and her armies to the material plane. When the players enter the scene, the child will have already been kidnapped, and the child’s mother will be hanging up fliers giving out a reward to anyone that can find her child. The players will find themselves needing to infiltrate the Church of Ilmater into its secret underground cult so that they can save the child and stop Glasya from finding her way to the Material Plane.

Cover of DSE2 Black Spine Box Set
DSE2 Black Spine Box Set
AD&D
Levels 10–13
314 pages
0

Unknown to even the mightiest of the great sorcerer-kings, a fire is stirring deep beneath the barren soil of Athas. Sheltered by the titanic bulk of the Black Spine Mountains, a terrible force has ripped open the very fabric of time and space. Now a shimmering portal stands open and a long-forgotten enemy assembles its sinister forces to invade the kingdoms under the dark sun. The only thing that stands in the way of this terrible fate is a band of heroes. Assembled from the four corners of this tortured world and bound together by the tangled cords of fate, they must face an enemy the likes of which they have never seen before. The odds are against them, but they dare not fail. The fate of the world is in their hands. The previous flip-book modules (Black Flames, Merchant House of Amketch, and Marauders of Nibenay) precede this adventure, but they are not necessary to enjoy Black Spine. Contains 3 - 96 page adventure books and 2 fold-out maps TSR 2428

Cover of The Banshee’s Tale
The Banshee’s Tale
5th Edition
Levels 3–5
5 pages
0

The residents of Castle Gealladh have been visited by an ominous banshee with a warning: “Leave or die”. Your adventuring company finds themselves drafted by a wizard named Milo Tenpenny and tasked with investigating the castle and ridding it of undead. In your investigation, you will find that there is more to this warning than it seems — and that something far worse than spirits haunt this castle.

Cover of Fires of Dis
Fires of Dis
AD&D
Levels 5–9
74 pages
0

In the Outer Planes, a holy sword can be a fiend's best friend, especially when the owner wants it back? Sneaking into the second layer of foul Bagtor ain't easy, but with a little help from the right high-up men, it can be done. 'Course, exactly who the right high-up men are can give a basher pause, so it's often best not to ask. But there's a sword to be found, and bloods needed to find it. Truth is, those who don't end up lost are sure to find out that no good deed goes unpunished! Fires of Dis is a Planescape adventure for four to six characters of 5th to 9th levels. From Sigil, the City of Doors, the heroes plunge head-first into a dangerous journey across the Outer Planes. Their quest for a stolen sword leads them to the hostile gate-town or Ribcage, the treacherous plane of Baator, and the disciplined burg of Fortitiude - a gate-town teetering between two planes, just waiting for something to tip the scales. Your player characters need wits as keen as their steel to brave the fires of Dis and survive!

Cover of A Squeaky Wheel to Kick
A Squeaky Wheel to Kick
5th Edition
Level 2
8 pages
0

The Thieves Guild Ebonclad has taken on a new contract to locate a missing item. The mission’s primary objective is to recover a missing branding iron for the wainwright, Veshka Vern, who suspects it was stolen by her rival, Ramses Hill. This mission will likely force the players to do some breaking and entering, specialties of the guild. The mission also presents the players with competing sets of objectives, and lets them decide which course of action is most beneficial to the guild. It’ll be up to the party to determine which objectives to complete to finish the mission.

Cover of WBW-DC-FEN-03 Tiddy Mun and the Legends of Fennebog
WBW-DC-FEN-03 Tiddy Mun and the Legends of Fennebog
5th Edition
Levels 1–4
19 pages
0

The Final Installment of the Tiddy Mun Trilogy Warning: This adventure is not for the most hardcore of grimdark enjoyers. Do NOT play this adventure if you do not like: Happiness, Joy, Fun, Dancing, Mischief, Maybe a little bit of mayhem, general naughtiness In the third and final installment of the Fennebog trilogy of adventures, the characters will have to brave the land of Fennebog once again. They must defeat violent darklings, negotiate with manipulative pixies and most importantly, meet the demands of a melodramatic archfey. The village of Berribury is in trouble. The characters must deliver an object called the Stranger Stone to the village so they archfey Tiddy Mun can perform a ritual to reverse the flood. A Two-Hour Adventure for Tier 1 Characters. Optimized for APL 3. CONTENT WARNING: Flooding, Manipulation, Deceit, Denial, Entrapment, Alcohol

Cover of Ire of the Storm
Ire of the Storm
Pathfinder
Level 1
64 pages
0

Pridon's Hearth is Sargava’s newest colony, pushing the country’s borders further south than ever before and attracting treasure-hunters, fortune-seekers, and troubled souls hoping for a fresh start. But unnaturally powerful storms rock the tiny settlement just as the local lizardfolk tribe declares war on the colonists within. Are these threats somehow related? What became of the heretical cult of Gozreh that journeyed to the region a century ago, and do its corrupt teachings hold the key to calming the growing hurricane? Can the heroes protect the growing community from raging tempests and hostile monsters alike? And what role does the shadowy Aspis Consortium play in these recent dangers? These challenges and more await heroes willing to face down the Ire of the Storm! Designed for use with Pathfinder Roleplaying Game, this adventure is packed with excitement and unique personalities! Written by rising star Thurston Hillman, Ire of the Storm is a deluxe adventure for 1st-level characters, and includes 64 action-packed pages of tropical dangers, jungle ruins, and two new monstrous foes, plus a gorgeous double-sided poster map featuring the Sargavan colony of Pridon's Hearth and an exploration map providing an overview of the entire surrounding region. Players can expect to reach 6th level upon completion of this adventure—or wind up food for all manner of scaly menaces!

Cover of Murder in Velen
Murder in Velen
5th Edition
Level 10
18 pages
0

The duchy of Velen is a bastion of law and order in an otherwise untamed land. Its ruler, Duke Calchais, holds his citizens and visitors to his city to a high standard of conduct. When Velen's harbormaster is murdered, the duke enlists the aid of adventurers to see that justice is served. Was the harbormaster a victim of larceny gone awry, or is something more sinister afoot in Velen? Murder in Velen is a 4-hour standalone adventure set in and around the port city of Velen, which is located in the peninsula nation of the same name in southwestern Faerûn. Velen is designed for a party of five 10th-level player characters, but it can easily be scaled by adding or removing creatures.

Cover of NC1 - Noteflame Coast
NC1 - Noteflame Coast
5th Edition
Levels 6–8
25 pages
0

As the PCs opt to leave the “friendly” confines of the Duchy of Starryshade due to some unfortunate misunderstanding, they head north. The Noteflame Coast is filled with desolate reaches, humanoids of all types, and the home base of the Corsair Council. The major community in this county is Kale Bay but getting there won’t be easy. This offering is more of a sandbox style with several optional adventures.

Cover of After the Green Heart
After the Green Heart
5th Edition
Levels 4–5
7 pages
0

This exploration adventure is planned to be played by 4 to 5 level 4 characters. The characters, led by old Maddie (who also hides a big secret), will go deep into the swamp and into the caves to retrieve the green heart.

Cover of From the Ashes - Adventure 3: What Lies Beyond Reason Adventure Path
From the Ashes - Adventure 3: What Lies Beyond Reason Adventure Path
5th Edition
Levels 5–6
72 pages
0

What Makes Heroes into Villains? Damien Anthilas has fallen from ally to adversary, but something desperate in him has struck a chord with you. Why would he risk everything to steal the memories of the citizens of Anduria? Left with only a cryptic clue, the characters seek answers from the burned out remnants of his former home. Anthilas Manor is a place of dark magic and even darker history, where the ghosts of the past hold sway and the influence of the mad god is still felt to this day

Cover of City of the Spider Queen
City of the Spider Queen
3rd Edition
Level 10
186 pages
0

The Fate of Faerûn Lies in Shadowy Darkness! Daggerdale is reeling from a sudden series of murderous drow raids. As a grave threat to the entire surface world develops in the war-torn dark elf city of Maerimydra, intrepid heroes must discover its source and destroy it, if they can.

The Road to Swordfall
5th Edition
Levels 1–3
8 pages
0

The road to the remote village of Swordfall is a long and winding one. It takes pilgrims who wish to visit the holy site from the main trade road, through the hills, and into the mountains where once, thousands of years ago, two gods engaged in an epic battle. Now, all that remains of the battlefield is a lone sword, several hundred feet tall, embedded in the ground at the center of a massive crater. Over the years, a large temple to Thuul, god of battle, sprung up around the site. Now, warriors and fighters from across the land travel to Swordfall to pay their respects once in their lifetime. Recently, however, pilgrims have begun going missing. Somewhere between the main road and Swordfall itself, something, or someone, has been waylaying travelers. Unbeknownst to most, a cult to Ghenna has taken over one of the lone inns along the route and has begun using it to capture and sacrifice pilgrims to their own dark god. Unless a group of adventurers can stop them, the sacrifices won't stop.

Cover of A Dead Man’s Party
A Dead Man’s Party
3rd Edition
Levels 4–6
28 pages
0

A mad necromancer imprisoned in a sanitarium has died. Now he has come back as a powerful undead wizard. His lunacy was only increased by his death and he has turned all the other inmates into his undead servants. Now the sanitarium is under his control. A traveling group of adventures must put a stop to the necromancer before his evil madness spreads.

Cover of From the Ashes - Adventure 3: What Lies Beyond Reason Adventure Path (Pathfinder)
From the Ashes - Adventure 3: What Lies Beyond Reason Adventure Path (Pathfinder)
Pathfinder
Levels 5–6
69 pages
0

What makes Heroes into Villains? Damien Anthilas has fallen from ally to adversary, but something desperate in him has struck a chord with you. Why would he risk everything to steal the memories of the citizens of Anduria? Left with only a cryptic clue, the characters seek answers from the burned out remnants of his former home. Anthilas Manor is a place of dark magic and even darker history, where the ghosts of the past hold sway and the influence of the mad god is still felt to this day

Cover of Fifth Edition Funnel
Fifth Edition Funnel
5th Edition
Level 0
20 pages
0

Ever wanted to face the cold, dark, and dangerous unknown without the advantages of a fantasy hero? This is your chance! Fifth Edition Funnel puts a spin on character creation. In the Funnel, each participating player quickly generates several 0-level characters blessed with the abilities and low survivability of your average commoner. Those that survive will be promoted to 1st-level heroines and heroes. The Funnel bonds characters over common challenges they meet and (hopefully) overcome. The surviving 1st-level characters share a common origin as adventurers. Instead of merely rolling dice, there is a trial by fire where average people succeed against the odds to do something heroic (or hide under a table in a tavern).

Cover of Warriors of Sehanine
Warriors of Sehanine
5th Edition
Levels 3–5
38 pages
0

How dangerous is a wounded dragon? A black dragon has seized Ravenglade Keep, though not without resistance! Badly wounded in the fight, the Warriors of Sehanine have fled their home and now turn to the outside world for help. There’s no time to lose! Can you arrive at Ravenglade Keep in time and discern allies from foes on the way? Warriors of Sehanine is a Dungeons & Dragons adventure module for a party of four to five characters from 3rd to 5th level. • Experience the Wood of Sharp Teeth on the way to Ravenglade Keep in a 12 to 16 hour adventure of 38 pages, written by Mithral Best Selling creators Florian Emmerich, JVC Parry and DMsGuild Adept Ashley Warren • Rock the (virtual) table with four breathtaking maps by Dean Spencer & Erin Harvey that come with player and DM versions • Bring the adventure to life with stunning artwork and player handouts by Raluca Marinescu,Henrik Rosenborg & Nathalie Lehnert • Show the NPCs with selected exclusive Trash Mob Minis