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S1-4: Dungeons of Dread (1e)

S1-4: Dungeons of Dread (1e)


Dungeons of Dread is a collection of four classic, stand-alone Advanced Dungeons & Dragons adventure modules -- S1: Tomb of Horrors, S2: White Plume Mountain, S3: Expedition to the Barrier Peaks, and S4: The Lost Caverns of Tsojcanth -- complete with original black-and-white interior art. S1: Tomb of Horrors: In the far reaches of the world, under a lost and...   [click here for more]
Wizards of the Coast  $9.99

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Dungeon Delve (4e)

Dungeon Delve (4e)


Deadly Dungeons for All Levels! If you're a Dungeon Master looking for some quick one-shot adventures, or you're searching for fun encounters to weave into your home D&D campaign, look no farther! This Dungeons & Dragons supplement provides Dungeon Masters with 30 short, easy-to-run mini-dungeons - or "delves" - each designed to last a single game session. The...   [click here for more]
Wizards of the Coast  $29.95 $14.99

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The Horror Under the Mountain

The Horror Under the Mountain


The Horror Under the Mountain. Volume 1 of the Great White North Trilogy. On a nameless, featureless demi-plane the Tarrasque rages across an all-encompassing nothingness. Last seen on Faerun a century ago during the cataclysm of Odobaz, the battle mage order of the Eldritch Storm sacrificed itself to banish the mighty titan to its demi-plane prison. Now a foul power emerges in the High...   [click here for more]
Dungeon Masters Guild  $1.99

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The Islands of Insanity

The Islands of Insanity


Deep in the Trackless Sea a strange mist traps adventurers in the dark waters surrounding an island chain. Each island is a mysterious world onto itself, but can the adventurers unlock their secrets in time to stop the Elder Evil causing this aberration? The Islands of Insanity is a mini-campaign. This adventure is designed to work as a wrap around story. Each Island is a separate...   [click here for more]
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Terror in Krezk

Terror in Krezk


The absence of Strahd and the fading of the Mists of Ravenloft do not utterly cleanse the land. Corruption still abounds in the region of Barovia, even after the defeat of the vampire lord. Barovia without Strahd is a little less dark, and a little less evil, but is still a festering den of supernatural evil. As such, Barovia is somewhat appetizing to various evil entities. With Strahd gone such opportunistic...   [click here for more]
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DM's Kit: Palace of the Red Pasha

DM's Kit: Palace of the Red Pasha


DM’s Kit: PALACE OF THE RED PASHA There is little time to celebrate the victory at the Well of Dragons. The Lord’s Alliance believes the Cult of the Dragon has a stronghold in Calimport, the home of vanquished cult leader Severin Silrajin. To find the secret stronghold, the heroes must explore the Palace of the Red Pasha in the city’s Wizard’s...   [click here for more]
Dungeon Masters Guild  $2.99

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The Lost Tower

The Lost Tower


A nearby door flies open; Russ Tanner holds up a key. “Take it!” he croaks. “You can’t let them get ‘the Key!’ There’s too many; take it and run!” As Russ Tanner slumps over; brutal blows begin to rain against the sturdy wooden door. Enemies are trying to break in. A crack opens revealing a one giant, angry eye: a Cyclops. Russ Tanner drops...   [click here for more]
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Tomb of Horrors Revised (3.5)

Tomb of Horrors Revised (3.5)


Get ready for some classic adventuring in the Tomb of Horrors by downloading this v.3.5 revision of the classic Tomb of Horrors adventure by Gary Gygax, and see how well your PCs survive! The legend of the tomb is an old story with many parts, some of which may be lost or obscured. Characters attempting to glean special information by consulting sages or through legend...   [click here for more]
Wizards of the Coast  $0.99

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D3 Vault of the Drow (1e)

D3 Vault of the Drow (1e)


As a member of a bold party of adventurers, you and your associates have trekked far into what seems to be a whole underworld of subterranean tunnels -- arteries connecting endless caves and caverns which honeycomb the foundations of the lands beneath the sun. Your expedition has dogged the heels of the Dark Elves who caused great woe and then fled underground. This adventure provides a...   [click here for more]
Wizards of the Coast  $6.00 $4.99

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Encounters in the Savage Frontier (Fantasy Grounds)

Encounters in the Savage Frontier (Fantasy Grounds)


This is a Fantasy Grounds VTT module. "Incredibly useful encounters..." "Very useful book!" What could happen while traveling the vast Savage Frontier? Just about anything! This complete FANTASY GROUNDS MODULE faithfully replicates the 72 page PDF of the same name. This supplement contains encounters written by Seven Best-Selling Dungeon Masters Guild writers...   [click here for more]
Dungeon Masters Guild  $10.50

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D1-2 Descent into the Depths of the Earth (1e)

D1-2 Descent into the Depths of the Earth (1e)


The final confrontation with the giant, King Snurre, and the entry of mighty adventurers into the cavers under his stronghold discovered that Dark Elves, the Drow, had instigated the giant alliance and its warfare upon mankind and its allied races. This material was originally published as two separate adventures, D1: "Descent into the Depths of the Earth" and D2: "Shrine...   [click here for more]
Wizards of the Coast  $6.00 $4.99

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Trouble in Doomspire

Trouble in Doomspire


Trouble in Doomspire is designed for a party of 4-6 PCs of 7th-9th level and of non-evil alignment. It takes place in the eastern part of Nether Mountains and Arn forest, in the Silver Marches region of the Western Heartlands in Faerun, using the the Forgotten Realms setting. The module can be run in any mountainous region, where hobgoblins are numerous. All encounters can easily be modified to suit...   [click here for more]
Dungeon Masters Guild  $2.99

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Still Not There Yet - Encounter Collection Part 2 (5E)

Still Not There Yet - Encounter Collection Part 2 (5E)


Still Not There Yet? Is your adventuring party still trudging through the wilds of Faerun? Well here's another 15 unique and exciting encounters to help keep them distracted along their journey. Still Not There Yet is a collection of 15 new encounter ideas created to help make them long trips between quests more exciting and challenging. From bare-knuckle brawling to rampaging metal...   [click here for more]
Dungeon Masters Guild  $1.99

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Fortress of Sorrow - Fantasy Stock Pack

Fortress of Sorrow - Fantasy Stock Pack


Elven Tower presents Fantasy Stock Maps. This is a hand drawn map of a Castle with two main levels and a throne room only accesible through teleportation. This is ideal for a lich, vampire or evil wizard lair. Excellent to be a prop given to players. The Illustrations have a resolution of 3912×2744, 300 dpi. Enough to be printed to crisp...   [click here for more]
Dungeon Masters Guild  $2.95

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Q1 Queen of the Demonweb Pits (1e)

Q1 Queen of the Demonweb Pits (1e)


How different things seem now from when you undertook the crushing of a few rebellious hill giants! What seemed a simple adventure has turned into a major expedition. Much time has passed since you discovered the conspiracy that led you to the frost giants, fire giants, and eventually to the long-forgotten Drow. Through your encounter with the dark elves, you have found the true source of the evil...   [click here for more]
Wizards of the Coast  $4.99

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B2 The Wizard Higgs

B2 The Wizard Higgs


From Cawood Publishing, maker of 21 bestselling 5E products. A mind-bending 5E adventure in which the players travel from a mysterious island to the dangerous Underdark! Our heroes must find a missing wizard named Higgs and come face-to-face with Hadron, the elder brain. The story begins with the heroes shipwrecked during a wicked storm. In searching for answers to the deepest of questions,...   [click here for more]
Dungeon Masters Guild  $1.95

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Ruins of Undermountain II: The Deep Levels (2e)

Ruins of Undermountain II: The Deep Levels (2e)


"Looking for adventure are ye? Looking for a place brimming with silver and gold, a place dripping with things magical? "I know a place far and not far from here where all of that-and more-can be had. But mind me lads and lassies, there are other things there as well-danger and risk and uncertainty, and creatures never before seen by the likes of sell-swords and wizards who tread...   [click here for more]
Wizards of the Coast  $9.99

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WG5: Mordenkainen's Fantastic Adventure (1e)

WG5: Mordenkainen's Fantastic Adventure (1e)


Four great and powerful heroes travel in search of adventure. Led by Mordenkainen, wizard without peer, they have come to mysterious Maure Castle, a forlorn and foreboding place, source of wonderment and awesome adventure, following a strange and terrible story. For, somewhere deep beneath Maure Castle, from whence no person has returned alive, there stand two massive iron doors -- doors without...   [click here for more]
Wizards of the Coast  $4.99

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A Paladin in Hell (2e)

A Paladin in Hell (2e)


Eternally does the Lord of Nessus scheme, and his designs are for all eternity; In the pit of Hell do the devils teem round his throne, and his reign is unchallenged; By the eight Dark Ones is he held supreme, and his name (speak it not!) is Asmodeus. - From "The Canticle of Thumis," 142:15 To some, justice is more important than glory, duty is more important than desire, and goodness...   [click here for more]
Wizards of the Coast  $4.99

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Hellgate Keep (2e)

Hellgate Keep (2e)


Hellgate Keep-a name that once make the boldest of heroes shudder in fear-was long ago known as the fair citadel of Ascalhorn, a have for elves and humans. Then a demonic horde of baatezu and tanar'ri destroyed all remnants of real civilization and turned it into a den of malevolence. Today, the citadel lies ruined. The Mistmaster and the Harpers destroyed the keep and ended its centuries-long reign...   [click here for more]
Wizards of the Coast  $4.99

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AC10 Bestiary of Dragons & Giants (Basic)

AC10 Bestiary of Dragons & Giants (Basic)


Red dragons. Storm giants. Dragon rulers. Frost giants. They're all here, in this book, in complete, ready-to-play mini-adventures. No matter what level your characters are, there is something here for you (and them). Need a diversion? Want to spice up a long-running campaign? Want to play, but don't have more than an hour or so? This is the book for your gaming group. As DM, you have everything...   [click here for more]
Wizards of the Coast  $4.99

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Dungeon Module TH4 Tower of Xandlexa

Dungeon Module TH4 Tower of Xandlexa


Small Disclaimer: Tower of Xandlexa is the fourth and final adventure in the "TH" series. Like all the others it can be played separate or together with the other adventures in the series. The Adventure: You have been hired to loot the treasure within the ever-changing tower of Xandlexa, a powerful...   [click here for more]
Dungeon Masters Guild  $1.00

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RAVENLOFT II: Conversion Guide

RAVENLOFT II: Conversion Guide


This is a fully converted to 5th edition guide to I10 - Ravenloft II: The House on Gryphon Hill. The original quest which you will be also needing can be found here: /product/178605/I10-Ravenloft-II-The-House-on-Gryphon-Hill-1e?term=ravenloft+I&test_epoch=0 This is a follow up to the original Ravenloft quest that was used to do Curse of Strahd and can be also used to continue...   [click here for more]
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Return to the Tomb of Horrors (2e)

Return to the Tomb of Horrors (2e)


The nightmare of Acererak's tomb once again hungers for life! Imagine a place of unspeakable evil. It was built upon hopelessness and filled with unending terror and pain. This loathsome place shattered the life of everyone who ventured near. But through tremendous sacrifice and heroism, over the course of many years, it was finally gutted and its foul creator destroyed. Now...   [click here for more]
Wizards of the Coast  $9.99

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H2 The Mines of Bloodstone (1e)

H2 The Mines of Bloodstone (1e)


The most deadly dungeon ever designed! High-level characters brave the unexplored corridors of Deepearth to confront perhaps the most feared adversary in the AD&D game. The second chapter of the Bloodstone Pass saga follows the conclusion of the desperate war against the bandit army. A cold and bitter winter drives the villagers to the edge of starvation, and numerous horrors strike the town...   [click here for more]
Wizards of the Coast  $4.99

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Side Quests: Mightyhammer Hold and Thunderforge

Side Quests: Mightyhammer Hold and Thunderforge


This product includes two short, high-level adventures that are perfect for side quests. In Mightyhammer Hold (Level 13-14) characters assault the mountaintop stronghold of a Dwarven vampire. This adventure also includes three encounters (geared for level 4-5, 7-8, and 11-12) that can be integrated into the game to make the vampire an ongoing nemesis. In Thunderforge...   [click here for more]
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Classic Modules Today: H1 Bloodstone Pass (5e)

Classic Modules Today: H1 Bloodstone Pass (5e)


In 1985, TSR published the module named “Bloodstone” with the module code “H1”. It was written by Douglas Niles and Michael Dobson, and was primarily designed to highlight the recently released Battlesystem, which provided rules for mass combat in the form of miniature wargaming. H1 consisted of a 32-page story, with several pages of maps for battle encounters, and 24 pages...   [click here for more]
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Temple of Healing

Temple of Healing


Each Adventure Scene is a detailed setting that can be dropped into any adventure path. All DM’s want to provide the best play experience for their players, but frequently lack the time. Adventure Scenes provide a highly detailed location, with fully developed NPC’s and new items that provide the level of detail your players deserve! The Temple of Healing is a fully developed location,...   [click here for more]
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The Doom Portals Complete Bundle A&B

The Doom Portals Complete Bundle A&B


About the Doom Portals Storyline: In the Trackless Sea a sunken shrine sparks a war for the Toril’s fate and revenge. Strange objects from ancient Thay emerge in the chaos, leading to a lost tower of god-like power. Who can shut these doomed doors, and who can be trusted when mages go to war? Twelve Fifth Edition Dungeons & Dragons adventures for 1st-19th level characters (1st...   [click here for more]
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Dungeon Module TH1: In the Eye of the Goddess

Dungeon Module TH1: In the Eye of the Goddess


The village of Asmire has hired you to find the trident of Blibdoolpoolp, the Blibdoolblop. With this trident, the people of Asmire believe it will have the power to stop the raids from the Pirates of Far North. However, the danger is present when Blibdoolpoolp is involved. In the Eye of the Goddess in an exciting one to two-night module for a party of 4-5 players on 10thto 13thlevel. This module...   [click here for more]
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Ssrall Mak

Ssrall Mak


The treasure of the fabled lizardfolk clans has long been buried deep underwater in a vast underground cavern. You've found the clues as to where it might be. Do you have the fortitude to bring it back? Ssrall Mak is an adventure for characters level 11-12, largely taking place around or directly under water. In this product, you will also find additional optional rules for combat and...   [click here for more]
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Darkness before Dawn

Darkness before Dawn


The dwarven city of Valhaspar is under siege by an army of demons. Race against the coming dawn to confront the demonic general and attempt to close the gate, or assist the dwarves with a desperate ritual, deal with a dragon, and sink the demon army into the depths of the earth. A 3-hour adventure for characters 12th level and higher that can be run as a stand-alone or in conjunction with material...   [click here for more]
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DA1 Adventures in Blackmoor (Basic)

DA1 Adventures in Blackmoor (Basic)


On every side the storm clouds gather. To south and east, the Great Empire of Thonia plots to end Blackmoor's independence and reclaim its lost province. To the west, the implacable Afridhi are on the move. To the north, the evil Egg of Coot prepares to cross the thundering sea and once again bring fire and sword into the heart of the small kingdom. Beyond the realm of the Egg, the hated Skandaharian...   [click here for more]
Wizards of the Coast  $4.99

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GPH1: Alabaster Palace of the Dao  (5e)

GPH1: Alabaster Palace of the Dao (5e)


Alabaster Palace of the Dao - The First in a Series of Jewel Heists at the End of the Multiverse -   Wherein our adventurers seek out the Topaz of Earthly Perfection, reputed to be held within an extraplanar mountainside genie retreat. A D&D 5E adventure for 4-7 characters of 11th-14th level. 36 pages.      Revision 2 (February...   [click here for more]
Dungeon Masters Guild  $3.00

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Classic Modules Today: WG5 Mordenkainen's Fantastic Adventure (5e)

Classic Modules Today: WG5 Mordenkainen's Fantastic Adventure (5e)


In 1984, TSR published the module named “Mordenkainen's Fantastic Adventure” with the module code “WG5”. It was written by Robert J. Kuntz and Gary Gygax, and illustrated by Clyde Caldwell and Jeff Easley. It consisted of one 32 page booklet and a tri-fold cover with wilderness and dungeon maps. "The module you are about to read contains the basis for one of the most difficult...   [click here for more]
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Elves in Pink

Elves in Pink


Elves in Pink We’re a rumor, recognizable only as déjà vu, and dismissed just as quickly. We don’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. We’re “them.” We’re “they.” We are the Elves in Pink....   [click here for more]
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Die Vecna Die! (2e)

Die Vecna Die! (2e)


The End of the World Is at Hand! A hideous death cult has seized control of an ancient artifact-monument known as Tovag Baragu. The power behind the cult is the Old One himself, Iuz the Evil, demonic master of an empire. He's on an all-or-nothing quest for supremacy over the world—and the heavens beyond.   To stop him, heroes must face horrors never dreamed...   [click here for more]
Wizards of the Coast  $24.95 $9.99

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The Vortex of Madness and other Planer Perils (2e)

The Vortex of Madness and other Planer Perils (2e)


Have your AD&D@ players been everywhere and slain everything? Are they getting bored with the same old world? Need to shake them up? Then drop them into the Vortex! Step through the portal into: The Vortex of Madness: In the depths of Limbo, a lost legend warps reality. Discover the fate of one of history's great madmen in this mind-bending locale. The Citadel of Gith Reborn:...   [click here for more]
Wizards of the Coast  $4.99

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The Rod of Seven Parts (2e)

The Rod of Seven Parts (2e)


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....   [click here for more]
Wizards of the Coast  $9.99

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M1 Into the Maelstrom (Basic)

M1 Into the Maelstrom (Basic)


Alphatia, the most ancient empire, land of 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...   [click here for more]
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A4 In the Dungeons of the Slave Lords (1e)

A4 In the Dungeons of the Slave Lords (1e)


Trapped in the dungeons of the Slave Lords! The hardy adventurers must find a way out, with only their wits and courage to help them. But can they do it before everything is destroyed by the dreaded Earth Dragon? This module was originally used for the final round of the official Advanced Dungeons & Dragons Tournament at Gen Con XIII and is the culmination of four related tournament modules....   [click here for more]
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When a Star Falls

When a Star Falls


The Duchy of Jeoff has recently been plagued by a rash of unusually weird and terrible monsters of an unknown sort. This western area, particularly the mountain fastness which separates the Grand Duchy from the Dry Steppes, has long been renowned for the generation of the most fearsome beasts, and it has been shunned accordingly – save for a handful of hardy souls with exceptional abilities...   [click here for more]
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Paradise Lost

Paradise Lost


Centuries ago, a powerful wizard locked himself in his inner sanctum to dedicate his life to the pursuit of knowledge. His discoveries and magic remain sealed inside to this very day. Solve his riddle and unravel the fate of the wizard Maalzinabar and the sinister evil lurking in the depths. A 2-3 hour adventure for 5th-12th level characters...   [click here for more]
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Expedition to Undermountain (3.5)

Expedition to Undermountain (3.5)


Expedition to Undermountainis a 224-page super-adventure that revisits the greatest dungeon in the Forgotten Realms campaign setting. Located beneath the city of Waterdeep, Undermountain has lured countless heroes to their doom. Like other adventures in the “Expedition” series, this product takes a classic D&D location, updates it for v.3.5, and features many new surprises....   [click here for more]
Wizards of the Coast  $14.99

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DA3 City of the Gods (Basic)

DA3 City of the Gods (Basic)


New Magic? That's what the flying egg has. New magic unlike any ever encountered in Blackmoor. New magic of a type that could give the fledgling kingdom an important edge in the wars that are brewing on its borders. There are only a few minor problems. Like the fact that the magician who piloted the metal egg to one of Blackmoor's sworn enemies, the monks of evil and eccentric Order of the Frog,...   [click here for more]
Wizards of the Coast  $4.99

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WG8 Fate of Istus (1e/2e)

WG8 Fate of Istus (1e/2e)


This collection of linked adventures takes characters from the Bandit Kingdoms to Furyondy to the Wild Coast, with stops in some of Greyhawks most exciting locales. But don't be fooled: This is more than just a travelogue. A dread plague has struck the world of Greyhawk, and the adventurers must travel the length and breadth of the land seeking an explanation and a cure. This is no ordinary plague,...   [click here for more]
Wizards of the Coast  $10.95 $4.99

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For Duty & Deity (2e)

For Duty & Deity (2e)


For over a decade, mystery has surrounded the fate of the lost goddess of trade and wealth, Waukeen. The Golden Lady disappeared during the Time of Troubles and has not been heard from since. Now, in Marpenoth in the Year of the Tankard (1370 DR), a young prophet suffers from disturbing, divine visions that reveal a beautiful, golden-tressed woman imprisoned on a far plane of existence by some great...   [click here for more]
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Killer Kobolds (Fantasy Grounds)

Killer Kobolds (Fantasy Grounds)


This a module for the Fantasy Grounds VTT software. Looking for the PDF? Here it is! Reviewers love Killer Kobolds! "...a beautifully-constructed adventure... it’s the sort of scenario that quickly lets the players know that they’re not in a regular D&D adventure, but one that is more tactical and fast-paced... This is an excellent adventure, well...   [click here for more]
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DA4 The Duchy of Ten (Basic)

DA4 The Duchy of Ten (Basic)


The Well of Souls. . . That's what Zugzul babe the Afridhi call the evil artifact that he had taught them to make. They must call it the Well of Souls, and they must carry it before them into every battle? and they would be mighty. Thus said the god of the Afridhi, Zugzul the One. So the Afridhi did as they were bade. Seeking the volcano called the Hill of the Hammer in the far Barrens of Karsh,...   [click here for more]
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H1 Bloodstone Pass (1e)

H1 Bloodstone Pass (1e)


This adventure is designed for use with the Advanced Dungeons & Dragons game and the AD&D Battlesystem Fantasy Combat supplement. It cannot be played without these games This is the first Battlesystem supermodule. The tiny village of bloodstone pass s menaced by an army of thousands of brigands - orcs, goblins, giants, and human renegades led by a powerful assassin. Outnumbered and helpless,...   [click here for more]
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