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Cover of Pathfinder Society Scenario #30: The Devil We Know—Part II: Cassomir's Locker
Pathfinder Society Scenario #30: The Devil We Know—Part II: Cassomir's Locker
Pathfinder
Levels 1–7
20 pages
0

Part 2 of the "The Devil We Know" campaign arc. Cassomir's Locker is a Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7). The Pathfinder Society dispatches you to the catacombs called Cassomir's Locker to find the source of a rat cult breeding monstrous vermin. After clearing Cassomir's dank sewers and delving into the dirty dungeons below, will you find the artifact that powers Cassomir's Locker or bring about the destruction of Taldor's most important port?

Cover of The Secret of Karnov Mansion
The Secret of Karnov Mansion
5th Edition
Levels 4–6
24 pages
0

What happens when you are invited to a dinner party at the Karnov Mansion during a full moon? Certainly nothing good. The wonderful dinner party, complete with excellent food, drink, and company, soon evolves into a 'cat & mouse' game that has the adventurers fighting for their lives. Will they survive? And will they uncover the secret of the Karnov Mansion? Although the adventure is set in a non-specific location and can be dropped into any campaign, it feels right at home as a Curse of Strahd or Ravenloft one-shot adventure.

Cover of A Dead Man’s Party
A Dead Man’s Party
3rd Edition
Levels 4–6
28 pages
0

A mad necromancer imprisoned in a sanitarium has died. Now he has come back as a powerful undead wizard. His lunacy was only increased by his death and he has turned all the other inmates into his undead servants. Now the sanitarium is under his control. A traveling group of adventures must put a stop to the necromancer before his evil madness spreads.

Cover of No Silent Secret
No Silent Secret
5th Edition
Level 1
10 pages
0

The adventure begins with the characters discovering the recently murdered Returned, Varyas, and confronting his killers. Varyas's gold mask bears a code on it, one that points toward the sage Khea who lives in the nearby polis. When the characters investigate, they learn from Khea that the writing is undecipherable except for the first line, which refers to the legendary Court of Orestes, a site sacred to the god Phenax. She also notes that a recent earthquake has uncovered a cave along the Khystonos River that could be the secret site's location. If so, then perhaps within lies the key to deciphering the mask, along with its own treasures. With the information provided by Khea, the adventurers set forth into the wilds, where they'll face multiple storied dangers before reaching the Court of Orestes. Once at the lost holy site, the characters discover ancient guardians, as well as an unliving entity with the potential to reveal Phenax's lost secret.

Cover of The Maze Beneath the Maize
The Maze Beneath the Maize
5th Edition
Levels 5–6
23 pages
0

The Therayle farm, which has been in the family for generations, was the best producing in the region. It now faces ruin. Hugh Therayle, the current owner, is at wit's end trying to reestablish even a modicum of control over the disrupted land. But, when Hugh saw the ancient doorway jutting up from the middle of the field where his corn used to be, he knew that this wasn't the type of problem a plow could solve. More than two centuries ago, a red wizard by the name of Houn made a discovery that shook the foundations of magic on Toril. Yet, due to a considerable amount of effort on his part, it never saw the light of day. The exact nature of this discovery is unknown but it involves the location of the skeletal fragments of an ancient being. The weave, which governs all magic on Toril, reacts strangely to the fragments. More information existed before Houn destroyed his research and fled Thay. His current whereabouts are unknown but many of his peers have attempted to track him down and steal his research for themselves.

Cover of There's Snow Place Like Home
There's Snow Place Like Home
5th Edition
Levels 3–5
19 pages
0

Steal gifts! Fight Reindeer! Save the holidays! Take on the dreaded devil Belsnickel and save the snowy gnomish town of Cheerington from his grasp in this fun-filled adventure for one-on-one parties or small groups level 4-5. Inside you'll find: -A one-shot adventure involving roleplay, exploration, and combat! -4 new festive creatures! -2 maps ready for print or import! -6 exciting new magical items to gift to your players! This adventure also has lots of fun mechanics like mistletoe and corrupting coal! We put together some of our favorite wintery stories and holiday tales in this fun holiday one-shot! It's perfect for a side narrative to try out one-on-one play for the first time, introducing someone new to the game, or taking your party to a festive demiplane for a unique Christmas-y one-shot adventure.

Cover of Off to a Weird Start
Off to a Weird Start
5th Edition
Levels 1–2
12 pages
1

When a galvanice weird goes berserk in an Izzet Laboratory and begins wreaking havoc on its way out, the evening’s events are brought to a halt. Someone needs to head into the lab, look for survivors, and try to find out what went wrong. This is an introductory adventure for use with Guildmasters' Guide to Ravnica and is set in the Blistercoils neighborhood of Precinct Five in the Tenth District. While Off to a Weird Start is designed for a party of three to five characters of 1st or 2nd Level, the Dungeon Master can easily scale the adventure up by adding additional enemies or increasing the hit points and damage output of the listed antagonists. Off to a Weird Start includes: An easy to run introductory adventure for Guildmasters' Guide to Ravnica A new creature: the Lightning Mephit Plot hooks for characters of all ten Guilds, as well as those who are unaligned Seeds for an ongoing campaign and teaser information about the upcoming adventure The Palace of Pain's Pleasures Start YOUR adventures in Ravnica TODAY!

Cover of DC-POA-JL01 Horror Beneath the Frost
DC-POA-JL01 Horror Beneath the Frost
5th Edition
Levels 5–10
25 pages
0

Avalanches are hardly news in Icewind Dale. The frequency to which it is occurring, however, defies logic. What is the cause of this strange phenomenon? What horrors could have unleashed such force of nature with such reckless abandon? Horror Beneath the Frost is a slasher horror adventure set in Icewind Dale, deep within the Reghed Glacier. It features yetis, mind flayers and a boneclaw! The adventure is designed to be easily dropped into: • Any homebrew campaign where avalanches occur. • Icewind Dale: Rime of the Frostmaiden campaign. • Plague of Ancients Seasonal Campaign for the Adventurers League (AL) organized play program. Inside you will find: • A slasher horror adventure optimized for five characters with an average party level (APL) of 8. • Scaling advice for three to seven 5th to 10th level characters. • A printer-friendly version of the adventure. • 4 digital maps importable to Roll20, Foundry VTT and your VTT of choice. Includes gridded, grid-less and printer friendly versions of the maps. • D&D Adventurers League compatible adventure (Dungeon Seed: This Seems Familiar | DC-POA-JL01)

Cover of A Giant Problem
A Giant Problem
5th Edition
Levels 5–6
6 pages
0

A gang of ogres is raiding a farming community, stealing crops and livestock, and advancing closer and closer to the town, and the townsfolk need your help!

Cover of Warpath of Gruumsh
Warpath of Gruumsh
5th Edition
Levels 3–4
48 pages
0

In this level 3 adventure, the heroes face off against a band of orcs who live on islands in a pool of their orc god's blood. Warpath of Gruumsh is part 2 of the Litany of Arrows adventure path, following up on the platinum-selling Castle of Corellon adventure. This can very easily be run as a standalone adventure. Warpath of Gruumsh contains three versions of each full-color map (untagged, player's map and DM's Map), original artwork, one page of new magic items, and full entries on 6 new monsters, including mithral dragons and blood moon harpies.

Cover of Mists of Akuma: The Yai Sovereign of Storms
Mists of Akuma: The Yai Sovereign of Storms
5th Edition
Levels 7–8
28 pages
0

Soburin’s human nobility are not the only rulers that are in need of outside agents since the corrupting fogs reappeared; even oni warlords have found the Mists of Akuma to bring challenges, obstacles, and threats beyond their ken. Yona, the undisputed master of the secret city of Tsukisasu, lost control of her throne only a few weeks ago to a strange creature that capered out of a storm intermingled with the supernatural haze, and her agent Xiqzoxix is keen to remove the usurper as soon as possible. The PCs are the group ze has chosen for this momentous task and should they accept the oni bengoshi’s offer, a deadly set of trials await them on top of the mountain—though the longer they dally, the more powerful their adversary grows. To defeat Obiemashita the party will have to first find Tsukisasu, covertly investigate the town, and then disrupt the yai sovereign of storm’s rituals and slay it before all hell breaks loose, spilling untold violence down onto the already embattled lands of the prefectures below! Will you conquer Tsukisasu or be subsumed by the storm? In The Yai Sovereign of Storms you’ll find… A monstrous adventure set in Mists of Akuma, an eastern fantasy noir steampunk campaign setting for the latest edition of the world's most popular roleplaying game The secret monstrous city of Tsukisasu and a collection of its oni citizens 2 maps by cartographer Mike Myler: the hidden settlement of Tsukisasu as well as Yona’s Fortress The Mists of Akuma themselves and the new misted condition 2 new attributes to posit the unique aspects of the campaign setting in the minds of your players: Dignity and Haitoku The adeddo-oni template and 10 new monsters: adeddo-oni hunchlings, adeddo-oni samurai, adeddo-oni ninja, gaki, hebikontorra, monsuthant, tikbalang, Xiqzoxix the oni bengoshi, the Katana of Rizushi Kantaro, and the Yai Sovereign of Storms Obiemashita

Cover of The Throne of Bone
The Throne of Bone
5th Edition
Levels 6–10
16 pages
0

It all begins with a simple request (doesn’t it always?) from an old farmer. The request – protect his cattle herd from vicious wolves. Simple enough for the brave adventurers, right? But it doesn’t stay that way. Not at all. Soon, the adventuring party will find themselves in the thick of it as they solve puzzles, avoid traps, fight for their lives, and endure witty taunting. And in the end, they discover an artifact that may, or may not, be useful to them. This adventure includes a cursed shield, a new undead creature, and a new artifact. Total party experience earned is approximately 14,500.

Cover of Blood on the Trail
Blood on the Trail
5th Edition
Levels 1–3
12 pages
0

Bale, the kind gnome and owner of Bale's Outfitting Outpost, requests that the adventurers track down a group of youngsters that rented horses from him. The horses are overdue and Bale believes that he may have been swindled. Unbeknownst to the gnome, the party of young adventurers has met a dark fate. Will your adventurers accept Bale's request to track down the youngsters and, in doing so, find out what really happened? Or will they leave more blood on the trail? The module includes an introduction to Bale's Outfitting Outpost, encounter stat blocks, maps, and a battle stat tracker. Note: You do not need the Bale's Outfitting Outpost module to run this adventure.

Cover of FVC11 - Necromancer’s Last Stand
FVC11 - Necromancer’s Last Stand
5th Edition
Levels 14–16
28 pages
0

In Necromancer’s Last Stand, your high level party is placed into the middle of a several decades old conflict. A new plan has developed as the forces of good begin to make headway. Called to the general’s tent you and your associates are asked to accept a hazardous ‘end around’ move to attempt to take out the evil leader. The way will not be easy and a plethora of challenges lay between the general’s tent and victory. There will not be attack and retreat opportunities and you know you’ve only got one shot at ending the violent conflict.

Cover of AS2 - Vibrations from the Sea
AS2 - Vibrations from the Sea
5th Edition
Levels 8–12
21 pages
0

This adventure picks up where AS1 – Artifact of Gegios left off. You return to the city of Gegios to divide treasure and determine what the strange wand is. Your return trip may have given you a clue in that travel to the east causes it to vibrate less while moving in a western direction causes it to shake more. What is the significance of this anomaly? Is your party ready to find out? Bring your water wings folks you’re probably going for a swim!

Cover of TC1: Into the Haunted Forest
TC1: Into the Haunted Forest
Pathfinder
Level 1
20 pages
0

A barroom brawl at a country inn causes the destruction of a priceless relic and the heroes are responsible. Now they must chase down a host of ancient artifacts, lost in a haunted wood, to repay their debt. While the heroes search for the items to clear their name, another group of scoundrels plots their downfall from the depths of the mysterious forest. Only one group will emerge victorious. The Forest King is long dead and no one has seen his priceless regalia in many years, lost as it is to the depths of his haunted domain. Now the objects must be found if justice is to be served, but an eternal guardian stands watch, ready to deal with all intruders.

Cover of DDEX02-01 City of Danger
DDEX02-01 City of Danger
5th Edition
Level 1
41 pages
0

On the southern shores of the Moonsea, the residents of Mulmaster have eked out a living where others would likely have given up long ago—in a bleak city where corruption is rampant and the Church of Bane holds sway. In these five short, introductory adventures, you will travel the breadth of the City of Danger, meet its people, see its sights, and witness firsthand how the city truly has earned its ominous moniker. An introductory adventure for 1st-2nd level characters. City of Danger is broken into five mini-adventures, each designed for one to two hours of play. Therefore if you are attempting to run all five missions in one session you need a minimum of five hours to do so (and probably more). If running this adventure as part of an event that cycles players through quickly, the DM should be familiar with the mini-adventures that he or she is going to run. At public events, time is often the most important factor. Get the players into the mini adventure as quickly as possible, keep an eye on the clock, and take whatever shortcuts are necessary to stay on schedule. If time is not an issue, let the characters spend more time interacting with the non player characters within the mini-adventures. It is not required that the mission be played in order.

Cover of Icicles & Brimstone
Icicles & Brimstone
5th Edition
Levels 5–8
15 pages
0

When a priceless relic goes missing from the archives of an ancient monastery, only one party of stalwart adventurers has the determination and strength of character to go forth and recover it from a dangerous underground fortress. That party is yours.

Cover of The Liberation of Prince Thorgrim
The Liberation of Prince Thorgrim
3.5 Edition
Levels 1–19
10 pages
0

Prince Thorgrim rots in jail, wrongly accused by the corrupt sheriff and his cruel gaoler. Whispered rumors speak that those in his keep are tortured and sometimes murdered. Only the truly brave or fantastically foolish would try to storm the jail and free the prince. A Compleat Encounter, scalable to any level, featuring the shackled dwarven prince, the elven sheriff, and his foul gaoler. CURRENTLY UNAVAILABLE FROM THE PUBLISHER!

Cover of Red Hand of Doom
Red Hand of Doom
3.5 Edition
Levels 6–12
126 pages
10  0

A hobgoblin force is expanding and threatening the land. Confronted with the relentless advance of Azarr Kul’s horde, the characters must undertake vital missions to influence the outcome of the war. Can they shatter the armies of the enemy, or will Azarr Kul’s dreams rain destruction upon the human lands? The adventure is fast-paced and time-sensitive, and requires almost constant movement by the party. WoTC 95385