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Cover of The Six Masks of Harmony
The Six Masks of Harmony
OSR
Levels 1–5
2 pages
0

A sorceress discovered how to access the Temple of Harmony. Since then, day and night no longer follow their natural cycle. The sorceress has never been seen again. The adventurers are responsible for solving this problem: by gathering the masks of the entities on an altar, the cycle will be restored, but nothing will be the same as before… 'The Six Masks of Harmony' is a system-agnostic pointcrawl, focusing on social interaction. The players will be transported to a temple in the clouds where the six spirits of day and night once lived in harmony. The delicate balance between the forces of the temple's inhabitants was shattered when an intruder decided to interfere. What really happened here? Will the characters manage to escape alive? Play to find out! What you'll find here: A complete 8-site one-page pointcrawl adventure with easy preparation. A GM's Pamphlet containing tips on how to run the adventure and adding a table of random encounters and 6 magic items (the 6 masks of harmony).

Cover of CCC-SALT-01-03 Broken Halls of Goldahroud
CCC-SALT-01-03 Broken Halls of Goldahroud
5th Edition
Levels 1–4
28 pages
0

Beneath the moorlands of Thar, hidden from all for centuries, lies the Broken Halls of Goldahroud. It seems to have been inhabited until recently as the blood marks on the walls are only a few weeks old. What mysteries lie beyond the doorway from the Tomb of Kered? Fear of the markings have forced the SALT Consortium to turn again to hiring adventurers to face what horrors await them in the Broken Halls of Goldahroud.

Cover of Eye of Myrkul
Eye of Myrkul
AD&D
Levels 6–8
22 pages
0

Retrieve the bones of a dracolich to save the life of a paladin. The epic conclusion of the Mere of Dead Men series. Set in the Mere of Dead Men region of the Forgotten Realms.

Cover of Three Days to Kill
Three Days to Kill
3rd Edition
Levels 1–3
34 pages
0

"Deeptown lies in the shadow of mountains, a town where anything is for sale if you can only meet the price. But in the wild surrounding valleys of the Deeps, it's the bandits who make the darkest deals - and their ambition comes at a cost far greater than the contents of any wayward caravan. You and your team have just been handed a new job: disrupt a meeting between a bandit lord and his mysterious new allies. At a remote mountain villa, you will strike hard and fast and leave terror in your wake. They give you the tools. You provide the talent. Survive, and you'll be well rewarded. Fail, and you'll pay the price. You've got three days to raise some hell." This was one of the first third party adventures under the OGL for 3rd edition published by Atlas Games under the Penumbra line. The attack on the mansion is not a dungeon crawl, but feels like a commando raid aided by some unique magic items.

Cover of Sins of the Past
Sins of the Past
5th Edition
Level 3
18 pages
0

"Few brave souls dare to visit the City of the Dead at night. Some might say that tales of nighttime horrors are for children, but the wise folk know better" Three members of the Jackals gang, a famous grave robbers, are found murdered in the City of the Dead cemetery in Waterdeep. Their wounds are horrible, and their jaws are completely destroyed. City Watch is looking for heroes who are willing to stand up for their city and investigate this murder which has a clear supernatural influence. This adventure can be used as a faction mission for Waterdeep: Dragon Heist as well as a standalone one-shot. Sins of the Past features: - Investigation of a mysterious murder, which leads to uncovering one of Waterdeep’s families dark secret - Old family mausoleum full of dangers and secrets - Famous Mirror of Life Trapping with enemies trapped inside, which adventurers should face - Encounters with various undead creatures like will-o-wisps, zombies, specters, and ghosts - Moral dilemma characters should solve and two possible outcomes

Cover of Kalzok's Hideout
Kalzok's Hideout
5th Edition
200 pages
0

Kalzok the Minotaur pirate discovered an old smuggler's hold on a tiny island in the Nelanther Isles, not far from Nemessor. The island sits amid a dangerous archipelago encircled with scores of hidden shoals that is avoided by all but the most daring or foolish navigators. The area's waters are notorious for claiming the ships of unwary sea captains who tried to steer through the gauntlet of hidden reefs. This offering includes an overview of Kalzok's island along with the details of Kalzok's hidden lair.

Cover of Bleak House: The Death of Rudolph van Richten
Bleak House: The Death of Rudolph van Richten
AD&D
Levels 5–12
160 pages
0

Old soldiers never die... For more than three decades, Dr. Rudolph van Richten stood against the forces of darkness, and hunted their servants in the far corners of the land of Mists. Now he had thought his long battle over, had thought he could spend his declining years in quiet enjoyment with old friends. But for some, a tragic end is inevitable. Dark forces have been gathering in the Mists. Their objective is to see Ravenloft's foremost expert on the supernatural destroyed, shattered in spirit as well as in body. From the crumbling edifice of Van Richten's childhood home, an enemy long thought vanquished spins a web of powerful evils and lost souls, drawing Van Richten to his doom. And then a group of heroes gets trapped in the web as well.... This is a boxed set adventure containing 3 adventures: Whom Fortune Would Destroy: https://www.adventurelookup.com/adventures/whom-fortune-would-destroy The Baron: https://www.adventurelookup.com/adventures/the-baron Homecoming: https://www.adventurelookup.com/adventures/homecoming TSR 1141

Cover of Tyrratizzi's Prison
Tyrratizzi's Prison
5th Edition
Level 2
12 pages
0

Tyrrattizi's Prison is a D&D 5e adventure, written for a party of 2nd-level characters. A recently unearthed temple found in the swamp has attracted the attention of a local Bullywug Shaman who seeks to free an evil trapped within. This adventure may be dropped in any campaign, or run as a one-shot.

Cover of Caermor
Caermor
AD&D
Levels 2–4
11 pages
0

Why would a town refuse to be rescued? A highland town faces a greater danger than can be imagined - and no one wants your help against it. In a remote village in the desolate north, a spate of murders and kidnappings has the town on edge. A woman named Gwendolyn goes missing and it is suspected that Albee is the perpetrator. However there is a conspiracy in the village that the heroes must unravel, to which they discover is actually the sinister plot of a devil worshiping cult. Pgs. 33-43

Cover of The Benton Night
The Benton Night
5th Edition
Level 5
22 pages
0

A plug in adventure that can be used as part of a larger campaign or run as a one shot for 3-4 Tier II characters. A village needs aid, as their small village is under a curse that they have been able to keep hidden from the villagers, but now that clock has run out and the piper demands to be paid. Can they find what is the cause of the curse and finally eliminate it.

Cover of O1 The Gem and the Staff
O1 The Gem and the Staff
BECMI
Level 8
32 pages
0

A One-on-One Competition Module for Thieves Level 8 Your peaceful evening has been interrupted by an unusual request. As a thief, your skills are unmatched, but can you rise to the challenge of thieving for a powerful and frightening wizard? Do you have a choice? The Gem and the Staff is a special One-on-One competition module designed for one player and on Dungeon Master. The Module contains two separate scenarios, so you can switch roles with the other player after the first adventure. Scoring sheets and encounter summaries are provided for each adventure to make running competitions quick and simple. Character figures and a map book are also provided to help visualize the adventures. The player's maps are designed so you can see the rooms as they would appear. Complete DM's Maps are included. TSR 9050

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 Seers of the Drowned City
Seers of the Drowned City
Pathfinder
Level 6
64 pages
0

With the dawning of the Age of Lost Omens, a supernatural hurricane known as the Eye of Abendego brought ruin to the nation of Lirgen. Today, what was once a powerful nation exists as a flooded swampland, its fallen cities immersed under the endless flood of a perpetual storm. In Hyrantam, the ruined capital of Lirgen, a few stubborn survivors have managed to eke out a living for themselves, but now, strange new patterns in the storm that constantly looms on the horizon have swept local predators into violent frenzies. Worse, a new sect of strange seers known as the Stormreaders has come to the area, and its demands on the people of Hyrantam have grown increasingly dire. What link might the Stormreaders have to these new squalls, and what vile plots might they be hatching from their new seat of power deep in the drowned city’s ruins? Seers of the Drowned City is an adventure for 6th-level characters and features a poster map of the ruins of Hyrantam. The author of this adventure, Nicholas Wasko, was the Season 9 winner of the RPG Superstar contest, in which hundreds of unpublished authors compete for the chance to write a Pathfinder Module. In addition, this book contains a host of new monsters and magic items designed by the contest’s talented runners-up. Seers of the Drowned City is designed for four characters and uses the medium XP track. The characters will reach 8th level by the end of the adventure.

Cover of Grimjaws
Grimjaws
AD&D
Levels 5–7
4 pages
0

Stuffed animals. The Vast Swamp is a most unnatural habitat. A crocodile has been attacking a poor druid and its up to the party to help the druid retake his swamp. Pgs. 34-37

Cover of FN11 – The Amulet of Dorian Beldor
FN11 – The Amulet of Dorian Beldor
AD&D
Levels 6–9
42 pages
0

FN11 – The Amulet of Dorian Beldor begins as a race to catch a fugitive from justice and quickly escalates into a much larger problem. With over 40 pages and 8 different maps this adventure has your party stumbling onto a former city covered by a rock slide now inhabited by a large group of humanoids. Buried deep within the complex is the ancient relic that controls elementals and will be quite useful as the Filbar North series winds down.

Cover of FVS1 - Zechariah’s Dungeon
FVS1 - Zechariah’s Dungeon
5th Edition
Level 1
32 pages
0

This dual offering is a true solo (no DM needed), as well as, the same dungeon for a PC/DM setting. The adventure is for new players at the lowest level of experience. It is centered on a recent discovery of an old dungeon that belonged to an arcane wizard. With no one to rely on, is your PC ready for a dangerous delve?

Cover of Troll Bridge
Troll Bridge
AD&D
Levels 2–4
3 pages
0

A very big problem from a very small source. Pay the toll or feed the troll' seems pretty obvious. Too bad that it isn't. A tricky gnome has used illusions to fleece anyone crossing a bridge, posing as a fearsome troll. To direct more traffic across his bridge, he has also set fire to the Great Bridge downstream. The players find the Great Bridge burned and follow this detour. At the bridge, the players will fight with the illusory troll. After a few rounds, it flees back to the gnome's lair under the bridge, and the players will need to deal with a combination of the gnome and his traps if they investigate. Pgs. 22,23 & 69

Cover of Trail of the Forgehammer
Trail of the Forgehammer
5th Edition
Levels 3–4
19 pages
0

In the peaceful village of Auchendale, the local blacksmiths have lost their enchanted forgehammer. Trickery is afoot and soon enough, the adventurers will have to embark on a chase, in a comedy of errors and misfortune. Follow the path of the Forgehammer from a rural village, through the summery farmlands and deep into the forest and its shadowy undergrowth – all in one gameplay session, in a generic setting easily adapted to all manner of worlds. Designed for introducing your group to D&D with a focused 3-4 hour questline. This adventure fits best with a level 3-4 party. Includes hand-drawn illustrations and maps. Published by: Green Bird RPGS

GK3 Descendants
AD&D
Levels 3–5
22 pages
0

In this adventure, a temple to a snake god that has lasted, yet changed, through the ages. This adventure takes place many years following the events that occur in the fantasy age in UN3 Dungeons. Part of a double dungeon adventure that is set in two fantastic time periods. UN3 Dungeons GK3 Descendants This adventure is formatted to both 1E & 5E gaming rules.

Cover of GPH1: Alabaster Palace of the Dao (5e)
GPH1: Alabaster Palace of the Dao (5e)
5th Edition
Levels 11–14
36 pages
0

𝐀𝐥𝐚𝐛𝐚𝐬𝐭𝐞𝐫 𝐏𝐚𝐥𝐚𝐜𝐞 𝐨𝐟 𝐭𝐡𝐞 𝐃𝐚𝐨 𝐓𝐡𝐞 𝐅𝐢𝐫𝐬𝐭 𝐢𝐧 𝐚 𝐒𝐞𝐫𝐢𝐞𝐬 𝐨𝐟 𝐉𝐞𝐰𝐞𝐥 𝐇𝐞𝐢𝐬𝐭𝐬 𝐚𝐭 𝐭𝐡𝐞 𝐄𝐧𝐝 𝐨𝐟 𝐭𝐡𝐞 𝐌𝐮𝐥𝐭𝐢𝐯𝐞𝐫𝐬𝐞 Wherein our adventurers seek out the Topaz of Earthly Perfection, reputed to be held within an extraplanar mountainside genie retreat. 𝐀 𝐃&𝐃 𝟓𝐄 𝐚𝐝𝐯𝐞𝐧𝐭𝐮𝐫𝐞 𝐟𝐨𝐫 𝟒-𝟕 𝐜𝐡𝐚𝐫𝐚𝐜𝐭𝐞𝐫𝐬 𝐨𝐟 𝟏𝟏𝐭𝐡-𝟏𝟒𝐭𝐡 𝐥𝐞𝐯𝐞𝐥. 𝟑𝟔 𝐩𝐚𝐠𝐞𝐬.