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Cover of In the Shadows of Spinecastle
In the Shadows of Spinecastle
3.5 Edition
Level 9
24 pages
0

The PCs must infiltrate a city ruled by monsters to search for the spymaster that holds the key to saving a besiged nation. Pgs. 26-50

Cover of The Tidus Tomb - Pathfinder
The Tidus Tomb - Pathfinder
Pathfinder
Levels 4–5
12 pages
0

In a small hamlet, things are strangely becoming tidy in the night. Far from being pleased, the citizens are alarmed by these events. A local painter has gone missing, as has a travelling scholar. What is going on here?

Cover of Rauvin Vale: Ashes of Lhuvenhead
Rauvin Vale: Ashes of Lhuvenhead
5th Edition
Level 2
9 pages
0

Rauvin Vale: Ashes of Lhuvenhead After a scout arrives at Hilltop and reports that hobgoblins have been spotted approaching the ruins ofLhuvenhead, the adventurers must travel to the destroyed town and dispatch the hobgoblin forces, working for the Blue Dragon Nahaunglaroth and the Blood of Morueme, before they can establish a base. A Forgotten Realms Adventure for 2nd Level Characters.

Cover of Escape From The Tower of Midnight
Escape From The Tower of Midnight
AD&D
Levels 2–4
12 pages
0

Two thieves' guilds fight to the death - with you in the middle. Run silently; the Midnight Stalkers are after you. Escape from the Tower of Midnight is an AD&D* game module for 2-6 thieves of 2nd-4th level. The Dungeon Master may change the names of the thieves’ guilds, countries, deities, and so forth to fit the individual campaign. Note that all player characters are assumed to have been imprisoned at the start of the adventure; little or no equipment will be available at first. This module is well suited for tournament use. Adventure Background It must be assumed, for the sake of the adventure to follow, that the PCs have no way of avoiding capture by the Midnight Stalkers. However, the DM may find a way to play out this adventure and have some or all of the PCs captured, allowing any who escape to attempt to rescue their comrades. Pgs. 16-27

Cover of River of Blood
River of Blood
3rd Edition
Levels 7–9
48 pages
0

For centuries, the Three Kingdoms have warred endlessly. The river flowing through it holds so many dead on its banks that the locals call it the River of Blood. But now, a new peril rises. With all three armies tucked into their winter camps, patrols and outposts on all sides report ambushes with alarming frequency - those who survive to make their reports, that is. None can say just who attacked them, however, for the assailants appear from the fog or in the middle of a snowstorm, hit hard and fast, then disappear. Arden, Duke Regent of Tyndall, fears that the dead have risen to haunt the living. Is he right?

Cover of The Dark Heart of the Wood
The Dark Heart of the Wood
Draw Steel
Level 2
37 pages
0

Dark Heart of the Wood is a 2nd-level Draw Steel quest for 3–6 heroes. This quest is intended to be a one to two session, monster-of-the-week–style adventure: a memorable, early stepping-stone in the heroes’ career. Heroes can expect to earn 4–7 victories across the course of the quest. The village of Byre dies. Drought brings famine and no one's seen a merchant or carter in weeks. “Carts don’t make it out the other end anymore,” they say. None of them know why, but the heroes may soon find out once they face off with the thorns of the terrible Threxyls! Dark Heart of the Wood assumes you understand how to play and run Draw Steel.

Cover of A Much Bigger Problem
A Much Bigger Problem
5th Edition
Level 3
12 pages
0

"For the past sixty-seven years Wheatwinter Farm, a small farm outside the village of Longbranch, has produced an essential survival tool for the town — a unique strain of wheat that can survive the harsh winters of the region. However, for the past few weeks something has been terrorizing the livestock at Wheatwinter and the surrounding farms. Markus Wheatwinter has defended his farm from goblins time and time again, but this time something is different and he has put out a call for aid." When ankhegs assault Wheatwinter farm, the party is called upon to exterminate them and rescue the farmer in this adventure loosely inspired by Starship Troopers. Published by Green Feather Games

Cover of Shadows of Lastwatch Keep
Shadows of Lastwatch Keep
5th Edition
Level 4
14 pages
0

A fast-paced one-shot from the bestselling author of The Secrets of Skyhorn Lighthouse! A shadowy force gathers inside the abandoned halls of Lastwatch Keep. Can the players defeat the drow invaders before they escape to the underworld with sinister intelligence about the surface? Shadows of Lastwatch Keep is a one-shot adventure for four or five 4th-level characters. It takes about 3-4 hours to complete and includes: -A drow strike team desperate to escape the keep’s surprise foe -A new monster, the drow commando -Combat cards for each monster, PC, and special treasure -A beautiful, hand-drawn map by Jake from Beware the Wizard

Cover of M2 Maze of the Riddling Minotaur
M2 Maze of the Riddling Minotaur
BECMI
Levels 1–10
32 pages
0

For a long time you have heard legends about the Island of Vacros; when you were only a child, the stories about evil minotaurs were used to scare you into behaving. Now you are grown, and you no longer believe children's stories. But King Trueon of Cathos is worried: his daughter Princess Lydora has been kidnapped, and he has found clues that she has been taken to the ancient and evil island of Vacros. You have heard rumors that a large and dangerous mazework lies beneath the surface of the island - a mazework that is guarded by minotaurs. Of course many rumors are false, but then again... The Maze of the Riddling Minotaur is the second in a series of invisible ink modules: using the invisible ink pen included in this module, you may play the adventure by yourself. After you have played the solo version, you have not used up the module: instructions are provided as to how you may change the solo version into an exciting group adventure! TSR 9060

Cover of Dawn of a New Age
Dawn of a New Age
3.5 Edition
Level 20
35 pages
0

Alhaster is in flames, choking on the poison mists of the Wormgod's first tentative breaths on the Material Plane. The Age of Worms has begun, and unless the PCs can kill a god, this new age will be dark indeed. "Dawn of a New Age" is the final installment of the Age of Worms Adventure Path, a complete campaign consisting of 12 adventures, several "Backdrop" articles to help Dungeon masters run the series, and a handful of poster maps of key locations. For additional aid in running this campaign, check out Dragon's monthly "Worm Food" articles, a series that provides additional materials to help players survive this campaign. Issue #334 of Dragon presents some advice on rules specific to the Age of Worms to aid players (and DMs) in making the transition beyond 20th level. Pgs. 52-86

Cover of Graveyard of Col Fen
Graveyard of Col Fen
4th Edition
Level 1
8 pages
0

The rough ground on the outskirts of the village of Col Fen once served as a graveyard for an evil temple destroyed long ago. A recent disturbance released some of the ancient evil buried here, and now the dead in this graveyard are beginning to walk. Several villagers have already vanished and more will die if the undead are not put to rest. Pgs. 56-63

Cover of The Sunken Ruins of Ishau
The Sunken Ruins of Ishau
5th Edition
Levels 4–6
44 pages
0

Near the jungles of Chult, beneath the waves of Refuge Bay, lies a ruined city. Evil hags and their minions make their home among the ancient relics. Even deeper down, at the bottom of an old undersea lake, an otherworldly monstrosity guards its eclectic hoard of oddities. What does it know about the Soulmonger? An adventure for characters between levels 4-6 Requires the Tomb of Annihilation adventure This 44 page adventure adds Ishau as a location to your Tomb of Annihilation campaign. It describes the city's history and current inhabitants, including maps, new monsters, and treasure. In an undersea temple, characters face off against a coven of sea hags. The sunken wreck of the Decapus is the lair of sea spawn pirates. And among the ruins lurk giant crabs, skeletal sharks, vegetan mummies, and other monstrosities. A second location, complete with keyed maps, is available to characters who wish to dig deeper: the underwater island-domain of a Morkoth, pulled into Chult by Acererak's magic. The Morkoth's home is in disarray. Trophies it collected from across the multiverse are now running wild and its treasures are being looted by marauders from Ishau. If the characters help, it may share its secrets with them.

Cover of Dragon's Delve
Dragon's Delve
AD&D
Levels 3–6
24 pages
0

Chip off the old block. The dwarves of Underduin and Thunderdelve have made some new friends … and enemies. A stronghold of dwarfs has been takin hostage and its up to the part to save them and return the stronghold to its former glory. XS2 Thunderdelve Mountain may act as a prequel. Pgs. 8-31

Cover of Dreadful Vestiges
Dreadful Vestiges
AD&D
Levels 4–7
24 pages
0

When the hunters become the haunted. Some haunted houses are best left unexplored. The third adventure in the 'Mere of Dead Men' series! Pgs. 48-71

Cover of Pathfinder Adventure Path #10: A History of Ashes (Curse of the Crimson Throne 4 of 6)
Pathfinder Adventure Path #10: A History of Ashes (Curse of the Crimson Throne 4 of 6)
3.5 Edition
Level 10
96 pages
0

The path to save Korvosa leads far beyond the ravaged city’s walls. In the burning plains of the Cinderlands the tenacious tribes of the Shoanti barbarians protect an ancient secret that might be the only way to save the Jewel of Varisia from ruin, but Korvosa has been their enemy too long for the proud natives to give up their knowledge freely. Only by learning the ways of the barbarians and facing their sacred trials can the PCs hope to save their city, but are the savage warriors’ ordeals impossible? Especially when the PCs already have angry natives, evil priests, and deadly assassins hot on their trail? This volume of Pathfinder includes: ► “A History of Ashes,” an adventure for 10th-level characters, by Michael Kortes. ► An exploration of the Cinderlands, a scorched wasteland where nature is as deadly as the monsters that stalk its blistered ground, by Jacob Frazier. ► Learn the trials and traditions of the Shoanti, Varisia’s fierce barbarian natives, by Eric L. Boyd and Michael Kortes. ► Eando Kline finds himself caught in the middle of an all-out orc war in the Pathfinder’s Journal, by Richard Pett. ► Five new monsters by Michael Kortes and J.D. Wiker.

Cover of Plague of Paucity
Plague of Paucity
Pathfinder
Level 2
35 pages
0

The mountainous lands of the Last Kingdom have long been home to dangerous oni and their foul servitors and kin, but the unification of the Saigoto under the enlightened rulership of the Five Truths has sent them scurrying back into darkness. For years since, they have kept the land shielded from harm. Yet even the great soldiers garrisoned across the Kingdom’s shores and roads cannot stop dissent from boiling up in the shadows. Not everyone embraces the edicts of the land—and while patient teachers, even the Five Truths have their limits. As growing numbers of lastfolk begin to question the traditions of the Last Kingdom, forces far more sinister, preying on the curiosities of mortals, have begun to emerge into the light... Can the PCs discover and end a treacherous plot that threatens to destroy the relative peace of the Last Kingdom?

Cover of Citadel Of Fire
Citadel Of Fire
AD&D
Levels 10–14
32 pages
0

Adventure into the Ancient Stronghold of the Sorcerer Yrammag. Includes six story tower and five dungeon levels. Designed for high-level characters and filled with wizard apprentices, their creations and undead. Please note: The link for this adventure on Amazon is for a reprint of the original.

Cover of CCC-SALT-01-02 Moor Trouble
CCC-SALT-01-02 Moor Trouble
5th Edition
Levels 1–4
19 pages
0

After the first expedition to locate an ancient tomb was prematurely ended by monsters, the Search and Locate Treasure Consortium is doubling down. Camp established, they are looking for adventurers to make their dreams come true, but the leader of the Consortium is hiding something. Will the characters be able to avoid the Man Slayer tribe that destroyed the first expedition, help Larazmu settle his internal struggles, and locate the tomb that they have been searching for without getting into Moor Trouble?

Cover of Eye of Flame
Eye of Flame
4th Edition
Level 16
6 pages
0

Days ago, a portal to the Elemental Chaos appeared near the PCs’ home city. Since then, it has grown into an enormous sinkhole that periodically belches fire and brimstone. The rip in reality threatens to overwhelm settlements and a nearby river unless someone ventures through and closes it from the other side. Pgs. 102-107

Cover of Katha - the City of Potential
Katha - the City of Potential
5th Edition
Levels 1–15
15 pages
0

Katha is a fully built city with nearly a hundred NPCs, dozens of shops, and many different factions all vying for power over this growing city. Katha is a growing city-state that can expand (or regress) in any direction depending on the choices of your group. It can easily suit any party of any size or level but is designed for mid-level parties with money to spend. The city will grow (or shrink) and change at the party's every move, making it a city full of potential. The document also includes a map and key for the city, four stat blocks for two major NPCs, a new monster, a boss fight, and a dungeon map. Katha is designed to be placed into any setting with only minor alterations. Advice for how to fit Katha into your setting is provided throughout the document. Included is also a plotline that can span anywhere between four and ten sessions. The Cult of the Storm, a mysterious and millenarian cult, hopes to bring about the end of the world so that it may be reborn. Several of the groups and NPCs in Katha are secretly working for the Cult. Will your party realize that they are accidentally helping them in time to stop the Cult from assembling the four parts of the weather control artifact and starting The Storm? The plot will also develop the city and reward your party not with wealth, but with property and the ability to build what they want and invest their time and energy into growing Katha.