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Cover of GPH2: Coral Palace of the Marid (5e)
GPH2: Coral Palace of the Marid (5e)
5th Edition
Levels 12โ€“15
40 pages
0  0

๐‚๐จ๐ซ๐š๐ฅ ๐๐š๐ฅ๐š๐œ๐ž ๐จ๐Ÿ ๐ญ๐ก๐ž ๐Œ๐š๐ซ๐ข๐ ๐“๐ก๐ž ๐’๐ž๐œ๐จ๐ง๐ ๐ข๐ง ๐š ๐’๐ž๐ซ๐ข๐ž๐ฌ ๐จ๐Ÿ ๐‰๐ž๐ฐ๐ž๐ฅ ๐‡๐ž๐ข๐ฌ๐ญ๐ฌ ๐š๐ญ ๐ญ๐ก๐ž ๐„๐ง๐ ๐จ๐Ÿ ๐ญ๐ก๐ž ๐Œ๐ฎ๐ฅ๐ญ๐ข๐ฏ๐ž๐ซ๐ฌ๐ž Wherein our adventurers seek out the Emerald of Aquatic Perfection, reputed to be held within an extraplanar undersea genie basilica. ๐€ ๐ƒ&๐ƒ ๐Ÿ“๐„ ๐š๐๐ฏ๐ž๐ง๐ญ๐ฎ๐ซ๐ž ๐Ÿ๐จ๐ซ ๐Ÿ’-๐Ÿ• ๐œ๐ก๐š๐ซ๐š๐œ๐ญ๐ž๐ซ๐ฌ ๐จ๐Ÿ ๐Ÿ๐Ÿ๐ญ๐ก-๐Ÿ๐Ÿ“๐ญ๐ก ๐ฅ๐ž๐ฏ๐ž๐ฅ. ๐Ÿ’๐ŸŽ ๐ฉ๐š๐ ๐ž๐ฌ.

Cover of P2 Demon Queen's Enclave
P2 Demon Queen's Enclave
4th Edition
Levels 14โ€“17
95 pages
1  0

The Adventurers arrive at a drow outpost in the Underdark. They must either dispose of the drow or ally with them against the invading legions of Orcus!

Cover of M1 Into the Maelstrom
M1 Into the Maelstrom
BECMI
Levels 25โ€“30
32 pages
0  0

Alphatia, the most ancient empire, land of the arcane and obscure secrets. It has grown for centuries and its might now overshadows the cauldron of civilization. Some say the Alphatians come from elsewhere, but no one knows for sure. Beyond the scope of mortals broods an evil mastermind, still in darkness. Once a betrayed emperor of ancient Alphatia, now an entity of the Sphere of Entropy, he seeks revenge on the greatest empire and on the race of man. His plots brought a deathly fog on all of Norworld. Perhaps it will extend to the southern nations. The matter is grave, so much that lords of the spheres have now to show their might. For them, it is time for mortals to intervene. Man defends his cause for him to earn divine favor. A great armada has been raised and able commanders must be found. Prove your worth, and the eternal portals of the spheres may open for you. TSR 9159

Cover of Redcap's Rampage
Redcap's Rampage
BECMI
Levels 1โ€“3
19 pages
0  0

The invisible enemy. Rats, cats, and double-drats. Six months ago, the residents of Luskwald heard rumors from passing merchants of a possible goblin incursion into the region. News from the nearest city confirmed speculations that goblin tribes were massing in the distant hills. Worried about the future of his small community, the Laird of Luskwald commissioned a stonemason and several carpenters to rebuild a damaged keep two miles north of the village. The repair crew worked for weeks restoring the keep's fallen walls, while waiting nervously for the first goblin to show its ugly head. For the first several days the restoration proceeded according to schedule, but in the weeks that followed several 'accidents' led many to believe the keep was cursed or haunted. In the past week three of Luskwald's villagers have died, each the victim of a grisly assassin whose identity remains a mystery. Several citizens have heard or seen peculiar things over the last several days, leading them to believe that Luskwald has been cursed, or worse, ravaged by angry spirits--perhaps sent by a greater evil that dwells within the ruined keep! Pgs. 34-52

Cover of Magic Village for Sale
Magic Village for Sale
5th Edition
Levels 4โ€“5
12 pages
1  0

Tristan Harpell, a self-centered though likeable young mage, has bought a magic village! A month ago he sent his servant off to take possession of it, and he's heard nothing since. Our heroes are sent to investigate - and find an adventure unlike anything they've experienced before...

Cover of The Demon Stones
The Demon Stones
OSR
Levels 4โ€“5
79 pages
0  0

When huge stones fall out of the night sky, A deadly curse settles over Gravencross. Help the village exorcise the Demon Stones. โ€œThe sun had set an hour ago, and the rain lashed down and the wind howled on the dark moor. A storm this late in the season was unusual, but this one seemed different. The clouds were more menacing, tinged with anger, the rain colder and more biting than usual. Skerrill had to find the lost calf and get him back to the farm before his father came back from the city on business. Heโ€™d been looking for two hours now, and he was right in the middle of the moor when the storm hit. He knew he should have turned back as soon as darkness fell, but then he was never the brightest boy in the valley. If only he had remembered to lock the farm gate. The calf was now likely dead anyway having stumbled among the boulders and rocks, panicking in the dark, and then fallen in a floodwater stream and drowned. Either way, he was in more trouble than he could imagine. Suddenly, a bright flash of white light and a roaring peal of thunder were preceded by an explosion as a huge object fell from the sky and impacted the ground of the moor no more than a stoneโ€™s throw from him. Dirt, mud, water, and debris erupted from the impact site, flying high into the air and then covering the moor for hundreds of feet all around. Skerrill was knocked to the ground instantly and covered in the fallout from the blast. His ears rang and his head spun, but he staggered to his feet in a daze. He stumbled to where the blast had happened only moments before, and in a depression in the ground lay a huge stone glowing orange as if hot. Skerrill passed out. Two more thunderous explosions crashed in the distance.โ€

Cover of The Pit of the Oracle
The Pit of the Oracle
AD&D
Levels 6โ€“8
16 pages
0  0

The Pit of The Oracle is a game module designed for use with the rules of Advanced Dungeons & Dragons. It can be used by itself as a self-contained campaign (or as a springboard to a larger campaign), or it can be easily incorporated into an existing campaign. Comment: Level range is my best guess. Adventure includes a lot of unique short-hand

Cover of Far12 โ€“ Necropolis at Manheim
Far12 โ€“ Necropolis at Manheim
5th Edition
Levels 5โ€“7
14 pages
0  0

After a string of successful adventures, you find yourselves reequipping gear in the small community of Tarten. After an unusual currency exchange in the mercantile, the party learns that a group of adventurers had encountered some Goblins possessing old currency belonging to the Co-Tai people. Well, it ainโ€™t grave robbinโ€™ if someone else did for you!

Invasion of House Tor
5th Edition
Level 1
6 pages
0  0

The party has been contracted by House Tor to provide 'extra security' during a ball. Unbeknownst to the players or House Tor, a spy from another house of an attending noble is going to try to sabotage the night in an attempt to ruin the evening. Can the party stop the spy? Will the nobles finally snap?

Cover of C2 The Ghost Tower of Inverness
C2 The Ghost Tower of Inverness
AD&D
Levels 5โ€“7
36 pages
0  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 โ€” the fabled Soul Gem. TSR 9038

Cover of The Sea Wyvern's Wake
The Sea Wyvern's Wake
3.5 Edition
Levels 5โ€“7
43 pages
1  0

All ocean voyages are fraught with peril, yet a voyage to the infamous Isle of Dread might seem to some old salts to be a deliberate goading of the gods of the sea. Many of those who have attempted the voyage before managed to return to civilization often choose not to speak of the trials they experienced on that dangerous route, yet those whose lips can be loosened by a draught of grog whisper amazing stories... tales of pirates, sea monsters, terrifying storms, and perhaps most harrowing of all, of a strange and sinister land without land, a floating graveyard of dead ships mired in a sargasso the size of an island. This place has many names, but its most well-known may be it's most apt - Journey's End. "The Sea Wyvern's Wake" is the third chapter of the Savage Tide 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 monthly "Savage Tidings" articles, a series that helps players and DMs prepare for and expand upon the campaign. Issue #350 of Dragon magazine features a regional guide to the seafaring environs the PCs can expect on the journey to the Isle of Dread. Itโ€™s time to bid farewell to the city of Sasserine as the PCs board the Sea Wyvern for a 3,000-mile voyage south into the uncharted waters of the Vohoun Ocean. Their destination: the Isle of Dread. Pgs. 16-48

Cover of Pandora's Apprentice
Pandora's Apprentice
AD&D
Levels 1โ€“5
4 pages
0  0

A boxful of trouble. Sugar and spice and everything nice, that's what little girls are made of - but not this one! Think of this short adventure as 'Home Alone' meets AD&D. An apprentice to the town's wizard accidentally got into the cursed items while her teacher was away. Now she's acting strangely and playing a dangerous game of hide and seek with the party! Pgs. 44-47

Cover of Pathfinder Adventure Path #11: Skeletons of Scarwall (Curse of the Crimson Throne 5 of 6)
Pathfinder Adventure Path #11: Skeletons of Scarwall (Curse of the Crimson Throne 5 of 6)
3.5 Edition
Level 12
96 pages
0  0

Condemned by a history of horrors, an army of the living dead stands between Korvosa and its only hope for salvation. Within the grim fastness of haunted Scarwall, the lifeless legions of the ancient warlord Kazavon guard the same accursed halls theyโ€™ve stalked for more than 700 years. Crossing a forsaken land to reach the infamous citadelโ€™s dreaded gates, the PCs must explore the foul castleโ€™s haunted halls, contend with otherworldly terrors, and purge the taint of Kazavonโ€™s final days before having any hope of finally breaking the Curse of the Crimson Throne. This volume of Pathfinder includes: โ–บ โ€œSkeletons of Scarwall,โ€ an adventure for 12th-level characters, by Greg A. Vaughan. โ–บ A terrifying glimpse into the sadistic church of Zon-Kuthon, god of darkness, envy, and pain, by Sean K Reynolds. โ–บ An exploration of the orc-ruled Hold of Belkzen, untamable land of monsters, savagery, and ancient secrets, by James L. Sutter. โ–บ Surrounded by savages, Eando Kline discovers the cruelty of orcs stretches far beyond mere bloodlust in the Pathfinderโ€™s Journal, by James L. Sutter. โ–บ Five new monsters by Greg A. Vaughan and Sean K Reynolds.

Cover of X8 Drums on Fire Mountain
X8 Drums on Fire Mountain
BECMI
Levels 5โ€“8
38 pages
0  0

In a dark cell, Rollo Bargamnn, merchant of Thyatis, turns away in disgust from his evil, green-skinned prisoner; capturing this wretch cost a ship and sixty gallant men. Then his heart hardens once more, and he resumes the interrogation. Here, perhaps, he may find an answer to the question that haunts him. What new evil is casting its shadow over the storm-swept eastern reaches of the Sea of Dread? The trading routes are no longer safe. The attacks of the green-skinned "Orcs-of-the-Sea" and the mysterious "Ship-bane" now go unchecked. Once their raids were random, but the influence of some unseen master has made them into an organized menace. Soon the questioning will be over; Rollo will know enough to track the threat to its lair. Then he will need a band of hardy adventurers brave enough to take on the task. You perhaps? TSR 9127 (Graeme Morris's name is spelled 'Grame' on the cover of this module)

Cover of KENKU EGGS
KENKU EGGS
5th Edition
Level 3
3 pages
0  0

Sometimes protecting the cargo is easy but getting the pay not so much. The caravan is already on its way, some disagreement with the guards makes them leave the cargo without protection midway. You are just in the right place to catch up fast and guard the wagons the last stretch home.

Cover of Kidnap the Archpriest
Kidnap the Archpriest
OSR
Levels 1โ€“2
54 pages
0  0

The Archpriest, leader of the Church, has defied a summons to the Immortal Capital. You have been chosen to retrieve the recalcitrant pontiff. Kidnap the Archpriest is designed to be an implicit tutorial for diplomacy, stealth, theft, bluffing, and cunning. It is a system-less, setting-less heist module featuring: a city (with a map) a fortress (with interior and exterior maps) two hectic days and nights a guide to designing your own heists. glorious black and white art by Luka Rejec scheming cardinals, frantic servants, and secret plots By the author of the CoinsandScrolls blog and Tomb of the Serpent Kings.

Cover of Far7 - Labors of King Homa
Far7 - Labors of King Homa
5th Edition
Levels 4โ€“6
41 pages
0  0

A job has come up for your party straight from the leader of Phoenix! A trade deal is desired with the leader of an island chain known for Ioun Stones. The Zephyr has requested that your party go and use your skills to negotiate the deal. Upon arrival, your talents serve you well but King Homa requires that your talents serve him...

Cover of Masque of the Worms
Masque of the Worms
5th Edition
Level 1
16 pages
0  0

Bring the haunting themes of Edgar Allan Poe to your table! Baronness Elenore Rennet has yet to return home from a masque at Moldavia Manor two nights ago. Can the players find her and uncover the hideous secrets brooding inside the grim estate of Count Moldavia? Masque of the Worms is a 1st-level one-shot originally written for a live playthrough by the Castle Mac crew in the courtyard of the Edgar Allen Poe Museum in Richmond, VA. Check out their fantastic performance on the Castle Mac YouTube channel. This adventure is optimized for the live-streaming, one-shot format, but makes for a spooky and thrilling session at any table. It is sure to make even the bravest hearts shudder!

Cover of Elves in Pink
Elves in Pink
5th Edition
Levels 11โ€“14
37 pages
0  0

Weโ€™re a rumor, recognizable only as dรฉjร  vu, and dismissed just as quickly. We donโ€™t exist. We were never even born. Anonymity is our name. Silence, our native tongue. We are no longer part of the system. We are above the system. Over it. Beyond it. Weโ€™re โ€œthem.โ€ Weโ€™re โ€œthey.โ€ We are the Elves in Pink. The EiP headquarters has been compromised. Can your intrepid band of adventurers determine what happened and take back the facility before it's too late? A 6-10 hour adventure for 11th-14th level characters

Cover of Pathfinder Society Scenario #28: Lyrics of Extinction
Pathfinder Society Scenario #28: Lyrics of Extinction
3.5 Edition
Levels 7โ€“11
22 pages
0  0

A Pathfinder Society Scenario designed for 7th to 11th level characters (Tiers: 7โ€“8 and 10โ€“11). The fabled ruined city of Dokeran, deep inside the heart of the Mwangi Expanse, has been found and it's your job as a Pathfinder to explore it and discover how it fell. After fighting through fiends, enslaved warriors, and the damned spirits of Dokeran's dead, you find that the ruined city has a dark secretโ€”one you might not survive.