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Cover of Perilous Awakenings
Perilous Awakenings
5th Edition
Levels 6–10
35 pages
0

"Persuaded by a foreigner mage, the survivors of an expedition to the ruins of Castle Perilous return bearing old relics of the fallen Witch-King of Vaasa. However, after getting back to Castle Valls in Damara, the very stone structure is affected by these artifacts, infused with life and evil intent, setting its will against those who tread its halls." Perilous Awakening is an adventure for a group of 6th-10th level characters. It is set in the town of Valls, at the northern region known as the Bloodstone Lands, in the kingdom of Damara, in Faerûn, in Toril, in the Forgotten Realms. However, with little modifications, you can run this adventure in whatever world you wish. This adventure includes: PDF file including the 35-page adventure. 3 maps a simplified view of the town of Valls, Castle Valls and a part of the town, and Castle Vall's dungeon level, all ready to be printed or for use in the web. 10 new enemies between awakened objects, evil wizards, and one of the Witch-King's Book of Creation to antagonize the adventurers. The artifact known as the Book of Creation to tempt the adventurers into higher evil powers.

Cover of PS8 - Dungeons of Harvick
PS8 - Dungeons of Harvick
5th Edition
Levels 6–8
28 pages
0

The final adventure (maybe) in the Provincia series is Dungeons of Harvick. Deep below the ruins of the once great city lie twisting tunnels and rooms filled with danger. While clearing the ruins above was no easy feat, clearing out the winding corridors below will challenge even the most courageous of delvers. Do your players have what it takes to eliminate the danger of the depths?

Cover of Raiders of Ivywatch
Raiders of Ivywatch
Draw Steel
Level 1
46 pages
0

This adventure is about fighting monsters and being heroic. It’s also about discovering hidden and forgotten secrets, and then using those secrets later to the heroes’ advantage. The heroes will fight lizardfolk and hawklords, undead and basilisks, and some strange and malevolent creatures from a plane beyond Orden. The heroes will have the opportunity for a handful of negotiations which can be hugely influenced by piecing together secret information uncovered earlier in the adventure. Combat encounters in the adventure are built to generally take at least 3 rounds, sometimes more - they can be complex! The heroes will be expected to spin multiple plates at the same time! The adventure reward an average of 12, but as many as 20 Victories. Depending on your experience running and your table’s experience playing Draw Steel, how many side objectives the heroes follow, as well as a bunch of other factors, it could run around 20 to 32 hours of playtime. In the Tullow Vale of Vasloria, a centuries old town is built around a weathered statue said to seal away an ancient evil. Ajax's Hawklords bombard and lay waste to the town, stealing the statue, and in the chaos, the pitiless Deatheye Yslansh and her lizardfolk minions abduct the citizens! Can you save the people of Ivywatch before they are put to the Deatheye's fell purpose? And what or who exactly have the Hawklords unsealed? This adventure is about fighting monsters and being heroic. It’s also about discovering hidden and forgotten secrets, and then using those secrets later to the heroes’ advantage. The heroes will fight lizardfolk and hawklords, ogres and basilisks, and some strange and malevolent creatures from a plane beyond Orden. The heroes will have the opportunity for a handful of negotiations which can be hugely influenced by piecing together secret information uncovered earlier in the adventure. Combat encounters in the adventure are built to generally take at least 3 rounds, sometimes more - they can be complex! The heroes will be expected to spin multiple plates at the same time! The adventure will reward an average of 8 to 18 Victories. Depending on your experience running and your table’s experience playing Draw Steel, how many side objectives the heroes follow, as well as a bunch of other factors, it could run around 20 to 32 hours of playtime. The adventure contains: - 12+ combat scenes, including a boss battle. Most combats have objectives beyond just “kill everything” - 2-3 montage tests - 1 small, safe location to take respites in, full of NPCs with opinions - 1 big, complex, puzzle-y negotiation - 10 new custom treasures and titles, and other player rewards - A brief setting primer to Tullow Vale

Cover of Figgy Puddin' Steals Christmas PF2
Figgy Puddin' Steals Christmas PF2
Pathfinder 2e
Levels 1–7
22 pages
0

Figgy Puddin' Steals Christmas is a short adventure for three to six characters, and optimized for 2nd level characters. We also include Scaling Suggestions, allowing you to run this adventure for lower- or higher-level characters. We anticipate a run-time of 2- to 4-hours. There's a bit of roleplay in this adventure, which may extend the playtime. Adventure Background A traveling jester known as Figgy Puddin’ and her Coal Smudge Gang have stolen Christmas presents and now hold them for ransom. While safe and secure in her lair, she awaits either a payment of an outrageous ransom, or a crew of heroes to claim the presents after they navigate her not-so-festive lair. What's the Adventure? After you introduce the hook, the adventure occurs in Figgy Puddin's lair - a refurbished kobold bunker consisting of eight rooms. As the characters explore the linear dungeon, they encounter new creatures, complete challenges, and are tested about their Christmas knowledge. However, the final confrontation with the naughty Figgy Puddin' could make for a very Unhappy and Unmerry Christmas for our heroes, the children of Thistleton, and their parents. Who Is Figgy Puddin’? Figgy Puddin’ was once a happy jester who loved Christmas. For years she traveled the realm, bringing fun and festive cheer to villages and children while preparing the way for Santa. However, times have become tough, and entertainment doesn’t always pay as well as one would like. As Figgy prepares for retirement, she’s learned she doesn’t have enough gold to last. During this time, she’s also decided that Santa doesn’t know who she is, let alone appreciate the work she puts in every year. Using her savings, extortion, blackmail, and other nefarious means, she’s convinced several mechanical geniuses and arcane specialists to help her refurbish her underground bunker with wondrous effects, creatures, and tests. To fund her retirement, she’s taken extreme measures to make some quick gold — holding Christmas presents for ransom.

Sewers Under Sandwall
5th Edition
60 pages
0

Trouble festers in the old sewers beneath the fishing village of Sandwall. A bandit king extends his slimy grasp, mutated goblins prowl the winding tunnels, and aquatic abominations lurk within the polluted waterways. It’ll take a particularly foolhardy band of adventurers to deal with these labyrinthine sewers ... are you up to the task? Published by Absolute Tabletop

Cover of Tower of the Mad Mage
Tower of the Mad Mage
5th Edition
Levels 1–2
16 pages
1

The door slams open so hard that the wall shakes and the hinges groan. To everyone’s astonishment, a goblin staggers in. He is badly wounded, with dried blood covering about half of his body. Only a moment before the air was full of the rattle of dice, the slap of cards, and cries of victory and defeat. Now the Gambling Golem is dead silent. The goblin lurches toward your table then collapses right in front of you. “Help me,” he croaks, looking up at you with bloodshot eyes. “I’ll make you rich!”

Cover of The Disappearance of Esme
The Disappearance of Esme
5th Edition
Levels 2–4
25 pages
0

The Disappearance of Esme is a short adventure for four or five characters of 2nd to 4th level. It will take a party from an ancient forest to a magical island at the fringe of the Feywild to the Feywild itself. As a standalone one shot, it is possible to complete it within a session of six+ hours. However, it is ideally played over two or even three sessions so that the players have time to absorb all that is happening and make decisions with more care. It can be placed within any setting where travel to the Feywild is a possibility. Features A painstakingly crafted 25 page full-color and fully illustrated PDF, a printer friendly B&W version, and a tested for screen readers accessible version A customisable, standalone adventure with opportunities for exploration, skill challenges, NPC interactions and combat Multiple entry and exit points, suggested developments for many different pathways Well rounded, complex NPCs with old school portraits Tooth Fairies, Flying Monkeys and Foglings: custom monsters with stat blocks A colorful battle map with both DM and player versions and separate monster and environment art assets

Cover of Encounters in the Savage Frontier
Encounters in the Savage Frontier
5th Edition
Levels 1–8
72 pages
0

What could happen while traveling the vast Savage Frontier? Just about anything! Encounters in the Savage Frontier includes 24 unique encounters of various difficulty that can be used while the adventuring party travels the Savage Frontier. It also includes several new creatures and magic items, digital hand-drawn maps (10 as downloadable .jpg files), and original artwork. Some of the encounters are short and brief, while others may take you a full gaming session to complete. Available for Fantasy Grounds

Cover of Among Them - A Barghest Hunt
Among Them - A Barghest Hunt
5th Edition
Levels 1–5
17 pages
0

A fiend lurks among the Black Blade goblins. A shapeshifting barghest fashioned by the General of Gehenna to exact revenge on all goblin-kind. It’s aim: to kill as many goblin leaders as possible… A masked goblin approaches the party asking for help. Two tribe leaders are dead. But a rival for chief has control of the crime scene. Will the party discover the barghest among the goblin ranks? Can they stop this imposter before it strikes again? Adventure Overview The adventure’s story is spread over 4 parts and takes approximately 4 hours to play. The adventure begins with a Call to Action scene. Part 1: Goblin Politics. Krill sends his emissaries to implore help from any strong intermediary. The party is asked to investigate the murder of Thrawn in Dringly’s lair. This is Story Objective A. Part 2: The Opposition. Gain entry into Dringly’s lair and investigate the murder of Thrawn. Gather enough evidence to find the killer. This is Story Objective B. Part 3: To The Lair! Now that the players have determined the barghest (Yeep) is to blame, they need to get to Krill’s lair quickly as he is in imminent danger. This is Story Objective C. Part 4: The Barghest.When the players arrive at the lair, they need to get to Krill and expose and defeat the barghest. This is Story Objective D. Adventure Background A barghest named Yeep has begun its onslaught of attacks against the Black Blade goblins. Starting with Chief Gnar, then his second in command Thrawn, the barghest is moving methodically down the line of command. Krill is now chief. But he has some problems: Two leaders of the Black Blades are dead. Who killed them and why? Is he next? Dringly, the next in command, has decided to take his lair for himself, declaring himself Chief of the Black Blades. Who are the Black Blades? The Black Blades are a tribe of goblins in the local area. They are known for dipping their blades in a dark black substance. It is rumored these blades are poisonous. The Black Blades regularly attack passersby on the road to rob them. The Black Blades have two lairs, one run by a chief who leads the whole tribe, and another overseen by a boss lieutenant. The Black Blades have a well-established pecking order which is how Krill stands to become chief. The next in line is Dringly, who has also declared himself chief and wants Krill dead. Krill suspects that there is something suspicious about two leaders being killed within a day of each other, but he has already burned Gnar’s body without any investigation. He needs to investigate the body of Thrawn, but it is in Dringly’s lair. Krill wishes to avoid direct confrontation with Dringly at the present for three reasons: 1) Any violence would only kill his own tribe members and further divide the lairs. 2) He believes there is still hope for negotiation to reunite the Black Blades. 3) He believes that if he were to attempt negotiations himself, Dringly would kill him. This adventure features: Two maps. Ready for your favorite Virtual Tabletop. A full color pdf. A black and white pdf. One custom monster, a reprint of barghest, all others available in the Monster Manual. Four hours of entertainment involving: roll playing a goblin bard, investigating a murder scene, tracking down a barghest before it strikes again. Applicable to any setting.

Cover of The Hidden Shrine of Tamoachan 5e
The Hidden Shrine of Tamoachan 5e
5th Edition
Level 5
33 pages
0

The ancient ruined city of Tamoacha is familiar to a select few scholars and fortune seekers, who know of it but not always exactly where it is. Even more secluded, lying somewhere within or beneath the ruins, is a hidden shrine said to be dedicated to Zotzilaha, the vampire god of the underworld. Adventurers who catch wind of the place are likely to find its lure irresistible. Remake of the AD&D module by the same name.

Cover of Dead of Winter
Dead of Winter
5th Edition
Levels 1–4
8 pages
0

Dead of Winter is a 1st-level adventure It is designed as a side quest for Dungeons & Dragons 5th Edition As the adventurers are traveling a lengthy road between destinations, a bitter winter storm blows in. Lucky for them, there is a small roadside hamlet just ahead, where the party can take refuge from the harsh elements. The mood in the local tavern is grave, as this is a sad night for the villagers. It is the first anniversary of the murder of a town hero; A murder that was never resolved. Strange events begin as soon as the adventurers arrive and will lead them to clues which just may solve a year old murder and lay an anguished soul to rest.

Cover of Pathfinder Adventure Path #121: The Lost Outpost (Ruins of Azlant 1 of 6)
Pathfinder Adventure Path #121: The Lost Outpost (Ruins of Azlant 1 of 6)
Pathfinder
Level 1
96 pages
0

Trouble in Paradise The Ruins of Azlant Adventure Path begins with the adventurers standing on the deck of a ship ready to make landfall at their new home. However, dread settles in as they notice that the colony is empty and abandoned. Tasked with uncovering the whereabouts of the prior group of colonists, the adventurers go ashore and explore the deserted settlement. Uncovering strange evidence leads the adventurers across the island, where they encounter two survivors who can give them clues as to the fate of the rest of the first wave of settlers. Can the adventurers survive long enough to discover what truly befell the fledgling colony?

Cover of If Looks Could Kill
If Looks Could Kill
5th Edition
Levels 6–7
33 pages
0

Everyone in the villages that once made up the Kingdom of Lilies knows the tragic tale of Queen Niva Brysis, a fair and beautiful sovereign from a past generation. The queen and her kingdom are often thought of in the same regard; the kingdom didn’t truly come into being until her birth, blossomed in her youth, and wilted away as the queen aged and succumbed to madness. Of course, this is in the annals of history now, as Queen Niva died decades ago, crazed and alone in her mountain keep… right? Not according to a new cult calling itself The Queen’s Adherents. This group not only claims that Queen Niva is alive and well, but she has regained her youth and former beauty. What’s more, they promise any that join their ranks may receive their queen’s blessing and become immortal themselves! The PCs are ultimately the ones that need to dissolve the cult from growing, and in doing so look into the mystery behind the queen’s enigmatic return. But be careful, because if looks could kill, this mission could be murder! Dungeons on Demand is a line instant dungeons you can drop into your campaign, each is designed for 4-5 player parties of specified levels, and each dungeon is complete with a back story, hand drawn maps, traps, puzzles, and reference information to monsters and treasure. You can customize each one to fit in your campaign however you wish, and each one can be played through in one or two gaming sessions.

Cover of Apotheosis
Apotheosis
Draw Steel
Level 1
35 pages
0

Get ready to Draw Steel like a Viking! Apotheosis is a norse-inspired adventure designed for a group of three to six 1st-level heroes, set in the fictional world of Orm, where the players help to create the pantheon! Plot Hook: There has been tension for generations between two neighbouring regions in the country of Kvysia: Kjalwick on the north-west coast, and Oruma on the north coast. It is common for the two regions to raid back and forth until another uneasy truce is called. This time, though, the Orumians have gone too far... What's included: - A 1st-level adventure lasting two, maybe three, 4 hour sessions. Heroes can expect to earn between 6-8 Victories. - A forked adventure! Depending on if the heroes win or lose their first encounter, the adventure goes one of two ways. Two groups may experience completely different endings! - Custom Rival statblocks, for before they become the heroes' real Rivals. Descriptions of each provided to help bring them to life through roleplay! - Eight encounters, including a seafaring montage and a potential negotiation (if the heroes are charismatic enough!). Adjustments for between 3-6 heroes are included. - Encounter sheets, custom maps and statblocks for each of the encounters! Designed in a way to make best use of Draw Steel's mechanics in interesting and fun ways, for both the Director and the players. - Custom Retainers and modified titles to suit the adventure. - Printable, lightweight documents designed for online or pen & pencil play.

Cover of The Crypt of Somber Hill
The Crypt of Somber Hill
5th Edition
Level 5
31 pages
0

The town of Somber Hill is a quiet settlement in the foothills of a mountain range. A few days travel from the nearest city, the people of Somber Hill are a humble and self-reliant bunch. Unbeknownst to its people, the small town hides a sinister secret, some of the residents of Somber Hill belong to a cult that worships a long dead entity. Known only as The Dark One by their followers, this ancient being once called Old Somber Hill home. Their dark master is entombed in the catacombs beneath the town, and the cult hopes to resurrect their master with a blood sacrifice. The Crypt of Somber Hill is a Setting Neutral adventure and thus can be easily included in any existing story-line with minor alterations and adjustments or outright slotted into any existing campaign setting.

Cover of The Grandmother Tree
The Grandmother Tree
5th Edition
Levels 2–3
15 pages
0

Cookie swarms? Bubble traps? A three-story tree house? The Grandmother Tree is a whimsical adventure about friendship aimed at elementary kids (and kids at heart) who love the problem-solving and adventuring part of playing Dungeons & Dragons and enjoy resolving encounters with less combat. Share your joy of Dungeons & Dragons with the whole family! This two-hour one-shot is suited for characters level 2-3, and includes the following features: -New ‘monster’ and trap that appeal to kids -Full-color maps -Detailed flowchart of the whole adventure to streamline your prep -Can be dropped into any existing campaign or run on its own -Fully playtested by kids -Printer-friendly version of the adventure and maps -Kid-friendly artwork -Interactive mini games your whole table will enjoy -Tips on playing TTRPGs with kids, graciously donated by Anne Gregersen from her best-selling guide, Little Heroes -A portion of the proceeds benefits Extra Life, helping fund children’s hospitals

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 Smoldering Flames of War
Smoldering Flames of War
4th Edition
Level 22
6 pages
0

The PCs have traveled to the Nine Hells to confront an outpost of devils responsible for slave raids on their homeland. In this realm of burning ash and fire-streaked skies, the infernal legions prepare constantly for war. Pgs. 138-143

Cover of FVS12 - McAllister the Runaway
FVS12 - McAllister the Runaway
5th Edition
Levels 5–6
11 pages
0

This adventure was not meant to be a serious campaign addition but could with some tweaking. Instead, we present this as more of a seasonal classic based on a popular movie. The scenario is a solo PC attempting to locate a runaway during the holidays. With a gypsy, a runaway, and an old “abandoned” house what could possibly go wrong?

Cover of Task for the Tyrants - An Eberron Adventure
Task for the Tyrants - An Eberron Adventure
5th Edition
Levels 5–7
28 pages
0

Task for the Tyrants is an intrigue and exploration adventure for a party of 6th level characters. It takes place in the city of Sharn (Eberron), but can be easily adapted to fit any large city in the Eberron setting. A simple reclamation job sends the characters racing across Sharn, from its steam-ridden depths to the operatic splendour of its tallest spires. The characters soon find themselves caught in the midst of a power struggle between the Tyrants, a rogue changeling revolutionary, and the nefarious forces plotting to cast Khorvaire into eternal night: the Dreaming Dark. Will the party reclaim and return the Tyrants’ package, or will they keep it for themselves? In this adventure, you will find: - 22 pages of high-stakes content - 7 to 8 hours of gameplay - A heist on a warehouse filled with goblins and volatile magic - Intriguing side-events to flesh out Sharn - A deal with the Spider, which might cost the players more than just gold…