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  1. Crypt of the Everflame
  2. The young heroes of the town of Kassen are ready for their coming-of-age ceremony, an old tradition in which they retrieve a piece of the eternal flame burning in the tomb of the town's founder. Yet when they arrive there, they find only the corpses of their fellow townsfolk, dead bandits, and mysterious animated skeletons. The novice heroes must brave the traps and perils of the Crypt of the Everflame, discover the source of the corruption that has awakened an ancient evil, and defeat a menace that seeks vengeance against Kassen and its people.
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  4. Master of the Fallen Fortress
  5. The ruined siege castles outside Absalom have long beckoned adventurers looking to make a name for themselves. Now an earthquake has cracked open one of these fabled ruins, and its lost mysteries and fantastic treasures lie exposed for the first time in centuries. But the tower's empty halls once more echo with living footfalls, and a new master has claimed the Fallen Fortress as his own. Can the PCs find a way to get inside its shattered walls? What ancient dangers and fresh threats will they encounter inside its crumbling chambers? And will the PCs be able to defeat the current Master of the Fallen Fortress?
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  7. The Godsmouth Heresy
  8. Deep below the anarchic city of Kaer Maga, someone—or some thing—has begun stealing corpses from the city's most prestigious tomb, the Godsmouth Ossuary. Fearing the worst, the clerics of Pharasma in charge of maintaining the crypts quietly call for aid, not wanting to risk their own members in combating whatever horrors may have crept in from the tunnels and hidden chambers of the legendary Undercity. Yet when the PCs venture below the closed-off sections of the crypt, what they find may be more than they bargained for. For beneath the infamous crypt lies a temple from an ancient empire devoted to sin, and a former Pharasmin cleric who's weathered his goddess's wrath to create an army of undead minions, their dead flesh standing ready to support his heretical plans.
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  10. Murder's Mark
  11. Everyone in the fishing town of Ilsurian is excited when the legendary Umbra Carnival rolls into town—even if the show is run by members of the much-maligned Varisian ethnic group. With strange and exotic beasts, scandalous performances, games of chance, and all the other fun of a traveling fair, who could resist such an opportunity for entertainment?
  12. Unfortunately for both the town and the circus, however, entertainment isn't the only opportunity the carnival presents. Hidden within Ilsurian, a guild of thieves and scoundrels has been waiting for just such an occasion to launch a campaign of theft and murder—leaving the strangers from the circus to take the blame. With tensions mounting between locals and performers, and the body count rising on both sides, it's up to the PCs to uncover what's really going on and clear the circus's name before the entire town erupts in a firestorm of ethnic violence.
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  14. Heroes for Highdelve
  15. Highdelve is in danger, and only true heroes can save the day!
  16. Young human cousins Brialla and Meraina, as well as Kiliuk the tempestuous half-orc and Torgen the stoic dwarf, find themselves engrossed in Highdelve's joyous summer festival, the Brightbloom Jubilee. But all is shattered when the youths being honored return to town battered and bloodied. What's more, bullies robbed them of an amulet that's precious to the townspeople as well as to the regal gold dragon who protects them. As the visitors venture up a mountain to confront the culprits, they find that the situation is stickier than it appeared. Can the heroes stop a tiefling mastermind and his plan to unleash an ettin upon the festival? Or will mayhem win the day?
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