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Cover of The Demonskar Legacy
The Demonskar Legacy
3.5 Edition
Level 8
39 pages
0

After a riot erupts in the streets of Cauldron, the PCs must track down a missing paladin before the mob tears the city apart. The PCs try to stop an assassin during the riot and get invited to a meeting, where they are tasked to search for the missing paladin. After some investigating they will travel to Vaprak's Voice, an ancient Spell Weaver laboratory, at the edge of the Demonskar. In the dungeon they will find the "Starry Mirror", a puzzle/travel device through which they have to travel, to find the missing paladin. Part 4 of The Shackled City Adventure Path Pgs. 44-82

Cover of The Hateful Legacy
The Hateful Legacy
3.5 Edition
Level 12
17 pages
0

At the end of the Hateful Wars, Lord Sandor led his army into the Barrier Peaks in pursuit of a host of goblins and orcs. He and his army vanished, and now a group of adventurers follows his footsteps to discover what doom fell upon him and his men. Pgs. 30-46

Cover of The Bullywug Gambit
The Bullywug Gambit
3.5 Edition
Levels 3–5
37 pages
0

When an attempt to arrange an early inheritance backfires, a man of lesser ambition than Vanthus Vanderboren would no doubt withdraw into his sister's manse to hide under her skirts and pray that the truth of his patricide remain hidden. Fortunately for Vanthus, lack of ambition has never been a problem. Now the Vanderobrens' prodigal son slinks east along the coast of Blood Bay, lured by rumors of an incredible prize kept in a smuggler's hideout called Kraken's Cove. Yet what he is destined to find there is far more than a lucrative bit of banditry. What awaits him is the savage tide. "The Bullywug Gambit" is the second chapter of the Savage Tides Adventure Path, a complete campaign consisting of 12 adventures appearing in Dungeon magazine. For additional aid in running this campaign, check out Dragon magazine's "Savage Tidings" articles, a series that helps players and DMs prepare for and expand upon the campaign. Issue #349 of Dragon magazine looks into the region surrounding Sasserine, and provides useful information if your PCs wish to explore this area more thoroughly than they do in the course of this adventure. The hidden caves of Kraken's Cove have long served the pirates of the Crimson Fleet as a place to stage their smuggling operations. When their latest cargo backfires, the PCs find themselves faced with something far worse than murderous pirates. Pgs. 12-48

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 Lowdown in Highport
Lowdown in Highport
AD&D
Levels 3–5
26 pages
0

Important: The adventure is 1e but it has monster conversion notes for D&D 4th edition The town of Highport, once a human community overlooking Wooly Bay from its perch on the northern coast of the Pomarj, fell prey to hordes of humanoids swarming out of the jungle-covered hills surrounding the settlement. Though the orcs, goblins, kobolds, ogres, and gnolls razed much of the place in their ferocious rampages, the smoldering ruins they left behind soon became a new kind of community, a place of trade between the humanoid “locals” and the unsavory human traders who have no compunction about doing business with them. Slaves are a commodity in ready supply in Highport’s market, since many pirates raid up and down the coast of the bay, putting fishing villages to the torch and filling their holds with captured refugees. Slavery has become a thriving business in the town, and rumors abound of a cartel of Slave Lords who run things from behind the scenes, filling their coffers in secret from the buying and selling of human chattel. The trade has become so prolific that the good folk to the north have grown tired of these depredations and decided to fight back. Forces of righteousness and honor have recently descended upon Highport, some openly and others in secret, in various attempts to destroy the machinations of the Slave Lords and abolish the abominable enterprise that has taken far too many loved ones from home and hearth. One such doughty servant of goodness is Mikaro Valasteen, a cleric of Trithereon. Mikaro slipped unnoticed past the crumbling walls of Highport with a single mission: to rescue and transport as many slaves to their freedom as possible. Mikaro and a handful of faithful assistants located a number of escaped slaves—as well as rescued a few more not sufficiently restrained and guarded—and shepherded them through the gates and beyond the reach of their humanoid tormentors, returning them to their lands and homes. This covert freedom brigade enjoyed remarkable success early on, since the servants of the Slave Lords were often lax in their vigilance and sloppy in their efforts to prevent loss of the “merchandise.” After one too many shipments never made its destination, the humanoids stepped up their security and the normal channels of escape from Highport closed to Mikaro and his team. He cannot risk exposure by smuggling the freed slaves through the gates as merchandise any longer, since shipments of goods are now regularly stopped and checked. No longer able to free the slaves in that manner, Mikaro began hiding his charges in an abandoned villa in a particularly rundown part of the town. Although they are safe for the moment, their numbers have grown unmanageable, and the priest fears it is only a matter of time before someone slips up and brings slavers to their doorstep. Ever more desperate to find a new means of escape from Highport, Mikaro has started work on a plan that is both daring and dangerous. He intends to use a series of old sewers coupled with natural caverns running beneath the town as an escape route to the sea beyond the walls. But he needs someone to clear out the creatures and pitfalls he knows lie within. Pgs. 2-27

Cover of EX2 The Land Beyond the Magic Mirror
EX2 The Land Beyond the Magic Mirror
AD&D
Levels 9–12
32 pages
0

Your adventures have taken you to strange places before, but in the eyes of your experienced party, few of these places are as unusual as the bizarre Land Beyond the Magic Mirror. Here the delightful and the light-hearted often hide great challenges and dangers; here you will journey through a landscape unique among fantasy role-playing scenarios. This adventure was first conceived by E. Gary Gygax as part of the Greyhawk Castle dungeon complex and has been the source of challenge and fun for many skilled players of the Advanced Dungeons & Dragons game. It is finally available to all players and can be added to your existing campaign with ease. "The Land Beyond the Magic Mirror" is designed so that it may be used with its companion scenario, EX1: "Dungeonland." Still, "Land Beyond the Magic Mirror" may easily be played on its own, and should offer hours of excitement in its strange landscape! An adaptation of Lewis Carrol's book 'Alice Through the Looking Glass' into a dungeon crawl, and a sequel to the module EX1 Dungeonland which adapted 'Alice in Wonderland' in the same way. TSR 9073

Cover of The Shackled City Adventure Path
The Shackled City Adventure Path
3.5 Edition
Levels 1–20
416 pages
0

Evil schemes are afoot in Cauldron, a metropolis of merchants built into the caldera of a long-dormant volcano. To foil the agenda of evil cultists, your band of adventurers must brave haunted jungle ruins, slay mighty dragons, and bind themselves to a layer of the infinite Abyss. Will their swords and spells be enough to save the Shackled City? Originally published as 11 linked adventures in the award-winning Dungeon magazine, the Shackled City Adventure Path is the most ambitious official Dungeons & Dragons campaign ever created. Now, for the first time ever, everything you need to play the campaign has been compiled into a deluxe 416-page full-color hardcover that also includes an 8-panel fully detailed map of the City of Cauldron, a 16-page full-color map and illustration booklet, and a brand new Shackled City adventure written by fan favorite author Christopher Perkins.

Cover of C2 The Ghost Tower of Inverness
C2 The Ghost Tower of Inverness
AD&D
Levels 5–7
36 pages
0

A shadow from the past, the Ghost Tower of Inverness has loomed ever larger in the mind of the great Seer of Urnst, Now he has convinced the Duke that an expedition should be organized to go to the ancient keep and recover its greatest treasure — the fabled Soul Gem. TSR 9038

Cover of UK3 The Gauntlet
UK3 The Gauntlet
AD&D
Levels 3–6
38 pages
0

Indomitable it stood for centuries, a symbol of order in a world of chaos. Bastion of the pass through the Kamph Mountains, the very stones of the Keep of Adlerweg were the stuff of legends. What evil power had strength enough to take it? How were its defenses swept aside? Fell creatures now attend the battlements that overlook the only pass between Berghof and the sea. This is not a pretty problem to be solved by the militia of the local villages. These and more may be needed to withstand the mayhem stirred up by the fall of the keep. Indeed, if the Keep is not retaken, and retaken soon, the Hold of the Sea Princes itself may not be secure. Now is the time for heroic action. Aided by the Sentinel, former protector of the legendary Guardians of Adlerweg, have you the courage and the determination to rid the keep of its sinister occupants? UK3: "The Gauntlet" (1984), by Graeme Morris, is the third UK-series adventure and the second half of the two-part Adlerweg series. It was run as the final round of the GamesFair 1983 AD&D Open (and won by a RuneQuest fan!). It was then published in 1984. TSR 9111

Cover of D1-2 Descent into the Depths of the Earth
D1-2 Descent into the Depths of the Earth
AD&D
Levels 9–14
28 pages
0

This material was originally published as two separate adventures, D1: "Descent into the Depths of the Earth" and D2: "Shrine of the Kuo-Toa." Contained herein are referee notes, background information, maps, and exploration keys intended for use with the Advanced Dungeons & Dragons rules. The adventure can be used alone or as part of an extended adventure that begins with G1-3: "Against the Giants" and continues with D3: "The Vault of the Drow" and Q1: "Queen of the Demonweb Pits." TSR 9059

Cover of The Ruins of Nol-Daer
The Ruins of Nol-Daer
AD&D
Levels 5–8
16 pages
0

Abandoned and forgotten ruins never are. He left the Abyss to visit his human mother, not realizing he was a century too late. Still, there was a lot he had left to do... An ancient castle, Nol-Daer, has of late become the site of frequent strange occurrences. Gargoyles and Blood Hawks roost in the keep's ruined towers, Dwarves have been disappearing from the nearby area, and a Cambion controls it all from the shadows. Pgs. 3-17 & 64

Cover of The Spire of Long Shadows
The Spire of Long Shadows
3.5 Edition
Level 13
30 pages
0

Centuries ago, the priest-king Kyuss sacrificed his nation to fuel his lust for divinity. He left legions of the hungry dead in his wake, along with a ruined city that now hides the truth behind the coming apocalypse. A man became a god in this worm-eaten city, and the secrets hidden there may hold the key to his defeat. "The Spire of Long Shadows" is the seventh 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 #339 of Dragon presents a magical pool owned by Manzorian that can give the PCs just the edge they need to survive what awaits them in the "Spire of Long Shadows." Pgs. 59-89

Cover of Lost Laboratory of Kwalish
Lost Laboratory of Kwalish
5th Edition
Levels 5–10
61 pages
0

Lost Laboratory of Kwalish explores an alternate expedition into the Barrier Peaks. The legendary inventor disappeared in the peaks eons ago… as it turns out, finding a crashed planar ship and studying its technology to fuel his own experiments—only now, Kwalish’s lost research is desperately needed! This adventure explores two locations within the Barrier Peaks, and includes new monsters, magic items, and spells, plus sci-fi trinkets, random encounters, and even rumors of the area submitted by the player community! Further featuring new art, maps (from Claudio Pozas), and even a cartoon (from Jason Thompson)—as well as the famed suit of powered armor, as edited by Jeremy Crawford on the Dragon+ livestream! Best of all, all monies that Wizards of the Coast receives from sales of this PDF are donated to Extra Life. Your purchase of this adventure goes to a truly great cause!

Cover of The Standing Stone
The Standing Stone
3rd Edition
Level 7
32 pages
0

In The Standing Stone, a tiefling sorcerer named Dyson discovers a circle of standing stones constructed centuries ago by druids to hold their annual rituals; the druid community was later destroyed by the great dragon Ashardalon. Dyson uses the magic of the stones to replace people with animals transformed into humanoid form, loyal to him. Dyson encounters the player characters in the village of Ossington and tries to manipulate them into eliminating the remaining enemies standing in his way.

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 L2 The Assassin's Knot
L2 The Assassin's Knot
AD&D
Levels 2–5
32 pages
0

The Assassin's Knot is a sequel to The Secret of Bone Hill, picking up on themes from that module and shifts them to a new locale. The player characters must solve the mystery of who killed the Baron of Restenford, with evidence pointing to somebody from the town of Garrotten. The scenario describes the town and its castle. The Assassin's Knot module is different from most of its contemporaries in that it contained no dungeon or dungeon-like area. The longer the players take to find the murderer, the more unfortunate events occur in the village. The village, Garrotten, is reputed to be the place to go to have someone killed. The entire village shuts down when the Baron of Restenford is found dead, mutilated beyond the possibility of magical restoration. Three small clues are all the player characters have to unravel the mystery. TSR 9057

Cover of The Rod of Seven Parts
The Rod of Seven Parts
AD&D
Levels 10–12
208 pages
0

Stirrings of an ageless war between Law and Chaos are drawing you into an epic adventure! A Struggle More Savage than Good vs. Evil Imagine a time before the words Good and Evil had meaning, a day when the world was young. Discover an ancient conflict that predates the stars. It was in these days that Law and Chaos forged worlds out of nothingness; their war began while the cosmos was yet unfinished. The Rod of Seven Parts defines epic role-playing. The reappearance of the Rod has awakened the powers of Chaos, and their queen seeks to turn the whole world into a battleground. Bold heroes must undertake the enormous task of seeking out and assembling the pieces of the Rod, but even its power cannot stand alone. Ages ago, primal forces of Law stood fast against Chaos; now their champions must once more confront the Queen of Chaos and her foul spyder-fiends, lest the flame of civilization be extinguished. Follow the quest for the capricious Rod as it leads characters on a journey of high fantasy. The Rod of Seven Parts is designed for four to six heroes and heroines of levels 10 to 12. This boxed set includes: Initiation to Power, a 96-page book of grand adventure playable in any AD&D world, including original campaigns; The War Against Chaos, a 64-page book of world-crossing adventures pitting PCs toe to toe against the minions of Chaos; Might and Menace, a 32-page book detailing the mysterious powers of the Rod of Seven Parts: how it affects both its enemies and its friends; Monsters, a 16-page book of new villains, new monsters, and even a new race! 6 two-sided reference cards; 6 full-color poster maps portraying the key locations heroes can visit. Read about this ancient artifact in the epic novel The Rod of Seven Parts by best-selling author Douglas Niles! TSR 1145

Cover of Heart of Nightfang Spire
Heart of Nightfang Spire
3rd Edition
Level 10
32 pages
0

In Heart of Nightfang Spire, the player characters are drawn to investigate Nightfang Spire, a lonely stone tower in a barren land. The vampire lord Gulthias, servant of the great dragon Ashardalon, has returned to the tower which was once the main cult temple of Ashardalon. The vampire prepares for the dragon's return by awakening the other cultists who had preserved themselves as undead creatures. Gulthias is a vampire and a level 13 wizard.

Cover of G3 Hall of the Fire Giant King
G3 Hall of the Fire Giant King
AD&D
Levels 8–12
16 pages
0

Just as the trail led from the STEADING OF THE HILL GIANT CHIEF to the frozen wastes where was found the GLACIAL RIFT OF THE FROST GIANT JARL, so the adventure in the latter place has let (or transported) the intrepid party to what they hope will be their last challenge. They are about to venture into the hot and smoking barrens which are in effect Muspelheim, the home of fire giants. This module contains background information, referee's notes, three level maps, and exploration matrix keys. It provides a complete module for play of ADVANCED DUNGEONS & DRAGONS, and it can be used alone or as the last of a three-part expedition adventure which also employs DUNGEON MODULE G1 (STEADING OF THE HILL GIANT CHIEF and DUNGEON MODULE G2 (GLACIAL RIFT OF THE FROST GIANT JARL). TSR 9018

Cover of A1 Slave Pits of the Undercity
A1 Slave Pits of the Undercity
AD&D
Levels 4–7
24 pages
0

It is time to put a stop to the marauders! For years the coastal towns have been burned and looted by the forces of evil. You and your fellow adventurers have been recruited to root out and destroy the source of these raids. But beware, hundreds of good men and women have been taken by the slavers and have never been seen or heard from again! First part of Scourge of the Slave Lords (A1–4) TSR 9039