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165 adventures found
Cover of DDEX03-05 Bane of the Tradeways
DDEX03-05 Bane of the Tradeways
5th Edition
Levels 1–4
30 pages
0

Times are hard in the Hillsfar countryside, especially for those of non-human ancestry. Unscrupulous merchants in league with the hated Red Plumes bleed local farmers and artisans dry. Perhaps some of those loot-laden caravans coming and going from Hillsfar could use a bit of liberation? A four-hour adventure for 1st-4th level characters.

Cover of Lore of Aetherra: The Lost Druid
Lore of Aetherra: The Lost Druid
5th Edition
Levels 1–5
265 pages
0

Lore of Aetherra: The Lost Druid is an award-winning 5th Edition adventure designed to bring characters from level one to five, and is the first in an expansive 4-book saga of science-fantasy adventures that will take your players to level 20. Fano. Things here haven't always been so grim. Time and chance have conspired to transform this once magnificent city upon the lake into a run-down sanctum for the destitute and depraved alike. Those who would see Fano renewed seek a lost druid who brings with him the hope to restore the city to its former glory and awaken the ancient technology hidden deep within its constructs. Could Fano's awakening usher in a new era of peace and prosperity, or will it unearth a conspiracy lurking in the shadows? Lore of Aetherra: The Lost Druid is a 5th Edition adventure designed to bring characters from level one to five, and is the first in an expansive 4-book saga of science-fantasy adventures that will take your players to level 20. A uniquely immersive RPG experience, The Lost Druid employs a myriad of digital content that can be experienced using the Alchemy RPG platform. Enjoy a cinematic storytelling structure, breaking chapters into scenes supplemented by expansive soundscapes, dynamic musical scores, voice-acted flavor text, and environmental motion graphics. 2023 IPPY Awards Winner: GOLD in Reference Product Contents: Over 250 Pages Over 2 hours of Audio Content 5 Premade Player Characters 6 Side Quests 7 Tavern Mini Games 35 New NPCs and Monsters Maps: 8 area, 1 city, and 1 region New Backgrounds, Spells, and Magic Items Over 60 NPC Profile Blocks AI Combat Tactics for Every Encounter Published by HITPOINT Press

Cover of Saving Sujeira's Soul
Saving Sujeira's Soul
Pathfinder
Levels 1–2
20 pages
0

In this adventure players are set first on a simple task, to solve the disappearance of the local witch before outside forces take an interest. But as the players get deeper, they will rapidly kind themselves on a quest for far more, as they range from an alchemist's lair on a crumbling tower down to a dark swamp full of mystery and danger, seeking a holy relic that might lead them to the outskirts of Hell itself. All in service of the sleepy Village Sujeira and the dusty souls within. 1452: Saving Sujeira’s Soul is an adventure set in northern Portugal on an alternate history Earth during the year 1452, in a world where history is much the same, but for the fact that the Rus are all hirsute dwarves, the hordes that poured out of central Asia were orcish (and half-orcs are mostly janissaries split among the Ottoman Empire’s demesnes), and elves are creatures of rumors and myth. Halflings live among the English and Portuguese in villages and farms, while goblins are pests best left for dead in the wilds between civilized countries. The Church arms its inquisitors with holy blessings, for witches are not mere milk-souring old women but vile devil-pacted souls, and wizards and sorcerers seek human and kine for sacrifices to fuel their darkling magics. There be dragons on the edges of the world, and ogres and sea serpents and giants, but the alchemists of this world know things beyond mortal ken and fight these horrors with science and canny concoctions. Published by Coldlight Press

Cover of CM9 Legacy of Blood
CM9 Legacy of Blood
BECMI
Levels 15–19
32 pages
0

Your cousin Rolph is dead - and while there is cause for sadness, there is also cause for celebration. As his heir, you were willed his dominion: Fenhold. Of course, the Deep Swamp is threatening to engulf all of your new holding. People are seeing ghosts and disappearing mysteriously. Animals die without reason, and crops are suddenly blighted. The farmers don't like the swampdwellers, the swampdwellers don't like the farmers, and no one likes the halflings. The entire civil service of the dominion seems to have either worked for the failure of the dominion or resigned due to actions of the others. It's going to be tough task to make all this ship-shape once again, but you're 15th level now. Isn't it about time you settled down? TSR 9210

Cover of Lady of the Lake
Lady of the Lake
AD&D
Level 1
8 pages
0

Who is the dying woman? Where is the lake that can save her? Even ladies in distress aren't all that they seem. Ideally, there should be at least a cleric, a magic-user, and a ranger in the party. Pgs. 11-18

Cover of DDEX01-06 The Scroll Thief
DDEX01-06 The Scroll Thief
5th Edition
Levels 1–4
30 pages
0

Scholars Square is a relatively quiet corner of Phlan, but a series of odd thefts have the headmasters of verious schools in the area concerned. The headmasters' pleas for help have gone unanswered by the Black Fist, and the Lord Sage of Phlan decided to reach out to you and your kind to bring those responsible to justice.

Cover of Hunt for the Hallowed
Hunt for the Hallowed
5th Edition
Levels 5–6
17 pages
0

The Nobriskovs are a proud and pious noble family beset by troubles they wish to keep quiet. When their angelic daughter is abducted by duergar slavers, the player characters are asked to surreptitiously rescue her from her captors. However, the distinction between predator and prey blurs as they discover the noble scion's secret. What's included? 1 hair-raising adventure divided into single-page sections for easy running 3 fully-colored maps with unlabeled versions for players (made with assets from 2-minute Tabletop) 4 statblock variations for cursed creatures in addition to detailed mechanics on implementing a more virulent strain of lycanthropy 6+ ending permutations based on what the player characters do and how they do them Content Warnings: Violence, death, abduction, slavery, horror

Cover of The Deadly Sea
The Deadly Sea
AD&D
Levels 4–7
13 pages
0

A desperate rescue beneath the waves. The Deadly Sea is an oceanic quest for 4-8 characters of 4th-7th level in the AD&D® game. The use of magical items or spells which aid undersea combat, movement, and breathing is strongly advised. The ability to open locks is also helpful, as are mariner skills and knowledge. See additional notes in the section ‘‘For the Dungeon Master.” The adventure begins at a seaport which the Dungeon Master should name and develop as desired, to fit the circumstances of his campaign. The names of other areas may be changed to fit the campaign as well. This module requires some detailing and planning prior to use.

Cover of The Travelling Salesman
The Travelling Salesman
5th Edition
Any Level
44 pages
0

A magic shop, The Travelling Salesman, has appeared in town just in time for the party's arrival. This shop specialises in being in the right place, at the right time, with the right equipment, for the right adventurers. Its wisteria-covered frontage adorns any old blank wall space, and immediately looks like it's been there for decades. Large paned windows are smeared with age-old dirt and hint at the vast array of interesting objects inside. The shop belongs to Yannik Willowbough, an exhausted-but-jovial halfling with a passion for helping others. At least, it belongs to Yannik now. It was once home to a lich, Verdenia Siskin, who has recently concocted the perfect way to exact her revenge. She just needs a party of adventurer's to turn to her point of view. This adventure contains: - A (hungry) planes-travelling magic shop and former home of a powerful lich. - A lich who takes particular delight in winding adventurers around her little finger to do her bidding. - A planar tear that threatens to pull the whole town (or more!) into the Shadowfell. - A spooky house of delights. - NPCs whose motives will be thoroughly questioned by the party. - A 3—10 hour adventure for a party of any level and composition - Depending on the outcome the party may also benefit from: - A planes-travelling base of operations - A recurrent NPC quest-giver and/or helper - A devious, and eternally patient, antagonist. - Four original hand-drawn maps to support combat and exploration, with seperate versions suitable for VTTs. - Advice for new DMs to run this adventure smoothly. - A separate accessible adventure pdf. This adventure was written as part of the Storytelling Collective's Write Your First Adventure workshop. Content warnings: Horror, gore

Cover of The Debt Owed
The Debt Owed
5th Edition
Level 2
22 pages
0

A small adventure that can be used as part of a larger campaign or run as a one shot for 3-4 Tier I or II characters. A small urban adventure set in Waterdeep with various hooks to extend beyond this adventure. A character needs to repay the debts he accumulated in life, but now his family isn’t so keen to just let someone take what they are owed. This family may have more sinister secrets that they wish to keep hidden.

Cover of SPA1: Mad Mage's Mansion
SPA1: Mad Mage's Mansion
5th Edition
Levels 1–2
36 pages
0

Who could know what is hidden within the secluded mansion of the crazed mage? Well, now, when nobody has seen him here for more than a year, it’s the best time to find out! A 4-hour adventure for two 1st–2nd level characters. Small Party Adventure: Though the party size of 3–5 characters is considered optimal in D&D, there are times when you can only gather one or two players at most. This adventure is designed exactly for such occasions.

Cover of Into The Fire
Into The Fire
AD&D
Levels 6–10
19 pages
0

The king summons the heroes to investigate the death of a knight, and the final fate of the king's long-missing son. The knight and his entire order was killed by a Dragon! Yay we get to fight a dragon in the first issue of Dungeon Magazine! Much travel over many different terrain types featuring avalanches, volcanoes spewing lava, and many random encounters (not detailed here) before the heroes reach their real goal: A lake with a ruined wizard's tower and dragon's cave. Opens with a particularly byzantine Background section for the DM involving a prince you never meet, pirates you never meet, knights you never meet, and deep gnomes you never meet. See Out of the Ashes in Dungeon #17 for sequel to this adventure. Pgs. 42-60

Cover of Tessa's Gambit : A Thieves Guild's Civil War
Tessa's Gambit : A Thieves Guild's Civil War
5th Edition
Level 3
24 pages
0

Mystery, intrigue, infiltration. The inner politics of an active thieves Guild. The Thieves Guild Fence, Tessa, knows the head of her Guild is trying to kill her. But there is more at stake than their lives, the very soul of the Guild is in peril. Tessa turns to a party of adventurers to find evidence of the Guild Master's betrayal, uncover his shadowy benefactor, and support her in an All-Masks meeting to determine the fate of the Misbegot Thieves. As well as an adventure, this book can also be used to give you the framework of a Thieves Guild in an agnostic setting and offer quest seeds for follow up quests working to get the Misbegot Thieves Guild back on track. Sharpen your knives and prepare for war.

DK1 - Mysteries of Daern Kelton
AD&D
Levels 1–4
18 pages
0

This Digital Quarterly is built around a series of four micro-dungeons that can be used as an introduction to The Roslof Keep Campaign for characters just starting out. These dungeons should allow for a small group of players to not only become familiar with each other but also gain a level before taking up the banner of the Ivory Scimitar and entering Mithelvarn’s Labyrinth. As Roslof Keep is built around characters being asked to take up the Ivory Scimitar banner, it makes sense that they wouldn’t be completely ‘green’ and also might have gotten a bit of a reputation within Daern Kelton and Roslof Keep as trusted adventurers who are looking to help out the locals. This reputation can be used to bring The Folio: Digital Quarterly #6 the characters into the sights of House Aldenmier and, therefore, push characters into the campaign on a more realistic basis. It should also be noted that beginning Dungeon Level 1 with a level of experience is something that will be invaluable to the party and the early stages of the campaign. This adventure is formatted to both 1E & 5E gaming rules.

Cover of Fierce
Fierce
5th Edition
Levels 3–5
5 pages
0

'Fierce' was written for the annual release of Fierce, a tasty Berliner Weisse, at Off Color Brewery in Chicago, Illinois. It's a one-shot intended for both beginner players and DM's, with the space for personal flair to be added or to be run as-is.

Cover of Thieves in the Forest
Thieves in the Forest
3rd Edition
Level 1
28 pages
0

Only True Heroes Can Find Honor Among Thieves … They lurk in the Ralferst Forest, striking out at all who pass through, robbing traders, assaulting farmers, even killing with impunity. Working from a secret base deep in the forest, a band of thieves has struck fear into the heart of Brandon's Bridge, the little village at the crossing of the Azure River. But now a band of heroes has come, seeking glory and adventure - heroes that might just be up to the challenge of driving away the Thieves in the Forest. Thieves in the Forest is a beginner-friendly, introductory OGL adventure. It features: A wilderness adventure segment featuring the Ralferst Forest, a dense wood crisscrossed with paths and fraught with perils. The nature of the forest and paths makes it easy for less experienced players and GMs to deal with this non-dungeon environment. A double-sided, fold-out poster map (17" x 22") of the thieves' hideout - an ancient ruined temple - suitable for tabletop use with miniatures or counters, for easier handling of tactical combat. Maps created in Profantasy Software's Campaign Cartographer 2, and available for download on the Atlas Games website. GMs can customize and manipulate these maps themelves, if they own CC2, and integrate them into their own game worlds. Published by Atlas Games & Truant Spiele

Cover of Bale's Outfitting Outpost & 20 New Magic Items
Bale's Outfitting Outpost & 20 New Magic Items
5th Edition
Levels 1–10
18 pages
0

Bale's Outfitting Outpost can easily be placed in any campaign setting, but it feels right at home in the Forgotten Realms, especially somewhere within The Savage Frontier. The included adventure could also be broken up into several random encounters to be used in your Storm King's Thunder campaign.

Cover of Against the Giants: The Liberation of Geoff
Against the Giants: The Liberation of Geoff
AD&D
Level 8
96 pages
0

A Ravaged Land... Villains that really are larger than life... A time for heroes... A decade ago, the land of Geoff was overrun by a horde of giants, ogres, and evil humanoids, its people either slain, enslaved, or driven into exile. Now at last the tide has turned. The time to free the people of Geoff from their servitude to the giantish tyrants has come! But don't forget to watch your step when you confront the true masters behind the giant Clans! Contains the full text of three classic adventures by Gary Gygax: G1, Steading of the Hill Giant Chief; G2, The Glacial Rift of the Frost Giant Jarl; and G3, Hall of the Fire GIant King. Details Eighteen new encounter sites in the war-torn land of Geoff, linked together to form a grand campaign. Provides dozens of hours of gameplay as the heroes struggle to free an entire country from the grasp of giant overlords. TSR 11413

Cover of Lamordia: The Hardest of Hearts
Lamordia: The Hardest of Hearts
5th Edition
Levels 5–6
42 pages
0

The Hardest of Hearts is a gothic horror adventure for 4-5 characters of 5-6th level. It can be played over the course of 6-8 hours and should roughly take one playing session if the party is quick, or two if the party is progressing slowly. This is the first part of the Carnival of Lost Souls campaign. It can also be played as a standalone adventure. The Hardest of Hearts features: - Exciting journey through the cold wilderness of Lamordia, which features a special travel system and survival rules - Exploration of the old mansion which has been taken over by the vicious local gang - the Corpse Collectors - Several custom diseases to challenge your players - Moral dilemma at the end of the adventure which the characters will have to solve - New custom monsters to make combat encounters truly memorable and exciting - High-quality maps, also available in universal vtt format Look out for the next adventures in the Carnival of Lost Souls series: Dementlieu: Dance with the Devil, Kalakeri: The Forbidden Temple and Valachan: Hunter’s Moon! They will be released over the course of the next two months. Once all four adventures are out, we will also release a special Campaign Guide, which will explain in detail how to best set up and play the campaign. However, if you want to start your campaign right now, don’t worry - we have included a short appendix at the end of each adventure which will explain the basics!

Cover of DC01: Drow Necromancy
DC01: Drow Necromancy
5th Edition
Level 1
9 pages
0

A peaceful isolated village has hosted its share of superstitions, but something real is poised to plague the citizens of the community. Can heroes rise to prevent the destruction of the village? What drives some to leave the safety of their communities and start along the path of adventure. Maybe it is something in their background that compels them; maybe it is the lure of treasure; maybe it is just a curious map. It is the first episode in the Drow Conspiracy. Published by Dan Hass Endeavors.