Cooperative Dungeon 01 - Terror and Blasphemy The 
marilith, Blasphemy, has spent many years building up her complex and 
gathering minions to her aid. It is up to a strong group of adventurers 
to remove her from this plane, permanently, either for the good of all 
or in an effort to replace her as a rising evil force for others to 
fear. 
With thirty encounter areas, and many traps, this 
adventure is big enough to be run over several sessions. Although 
designed as a 14th-level adventure, many of the encounters and tactics 
used by the creatures within border on the VERY difficult side. 
Experienced DMs might want to be prepared to give their players a break 
if they begin to complain, cry, or whimper... 
Cooperative Dungeon 02 - Halls of Anarchy
 The Silver Coin Guild has a much darker side that goes well beyond the 
usual purview of thievery. Children have gone missing. Rescuing them and
 putting an end to this rising evil is not going to be an easy task. 
Make sure your players have some extra characters in reserve for this deadly 7th-level trek. 
Warning: Has the potential to contain mature themes... 
Cooperative Dungeon 03 - Crypt of Damnation This crypt is both the former home to the cult of a dark god and a place of lost knowledge. 
The
 history of the crypt is convoluted, and many who once used this crypt 
to house their dead have gradually died out or moved on, leaving behind 
only the uneasily slumbering corpses, and worse, to protect their unholy
 places from un-sacrilege. Since the last cultist passed, the tomb has 
remained sealed for the most part, though some have found ways to 
venture within. 
Who will brave the interior of this deathtrap next? 
Cooperative Dungeon 04 - Tomb of Chaos This very challenging adventure uncovers a burial place of dark secrets and corrupted use.  
Once
 the tomb of the ancient king Toth Nekamek, lord of a quasi-Egyptian 
realm who lived several thousand years earlier, its great halls and 
secret chambers have been violated by unspeakable evil. The outer rooms 
dedicated to the worship of the jackal-god Chacal, have been desecrated 
and now house those with nefarious intent but that is only the tip of 
the pyramid. Deep within must surely lie the secrets and treasures of a 
forgotten empire, along with their vigilant guardians. 
Can those who enter ever hope to come back out alive?