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201 adventures found
Cover of The Laughing Horde of Ruin, Part 1
The Laughing Horde of Ruin, Part 1
5th Edition
Levels 1–3
97 pages
0

Chapter 1 - When a relative of someone close to the characters goes missing from a nearby village, the players are asked to investigate. The party has to recover stolen goods from a thief before setting out from the City of Ravens Bluff. They travel through the wilds of Vesperin in search of the missing person, finding trouble and helping locals along the way. Chapter 2 - As the journey continues, the party arrives in a small hamlet suffering from a strange blight. The players will need to investigate the situation and choose sides in a longstanding feud between the mayor and a local magic user. Chapter 3 - After clearing a tribe of violent orcs from a nearby mountain pass to protect the residents of a town, the party will have to enter the lair of a long-dead dragon to rescue their quarry from a band of goblinoid slavers, where they discover an entrance into a dwarven city, lost and forgotten centuries ago. Chapter 4 - The party will have to traverse the ruins of the dwarven city, avoiding hazards and battling the horrors that lurk there, to uncover the identity of the slaver's leader. A discovery that will lead them through a treacherous forest to the city of Tsurlagol in search of a pirate ship called the Star Carver, and its drow captain, The Viper's Kiss. Along the way, they meet an unlikely ally. Chapter 5 - Once they arrive in Tsurlagol, the players will have to choose between gaining the assistance of the city council to fight the pirates head on, or making a deal with the Viper's Kiss, herself. The path they choose will either lead to an epic battle on the Sea of Fallen Stars, or into the deadly sewers and tunnels beneath the city to face an enclave of wererats, undead, and a tribe of mad, kraken-worshipping kuo-toa, in search of a fabled relic. The Laughing Horde of Ruin, Part 1 is the first module of an original 5e adventure campaign. It is designed for character level 1-5, and uses material from the Dungeon Master's Guide, Monster Manual, and Volo's Guide.

Cover of The Secret of Spiderhaunt
The Secret of Spiderhaunt
AD&D
Levels 1–4
32 pages
0

The infamous Sword of the Dales has always held a certain fascination in the eyes and hearts of the citizens of the Dalelands. Thus, it was no surprise when Randal Morn, rebel leader of Daggerdale, led an expedition into the crypt of a long-dead wizard to recover the weapon. Shaevyn the weapons-mage had created the Sword long ago, and it stood to reason that the blade would be waiting within his tomb. Perhaps the Sword of the Dales woulld allow Randal Morn to rule Daggerdale once again. But Randal Morn never returned from that fated party. Only tales of terror told by a lone survivor held any clues as to Randal's fate. A brave hand of heroes accomplished what Randal Morn's group failed to do in part one of this adventure trilogy, "The Sword of the Dales." Battling through the tomb's undead inhabitants, those heroes reached the burial crypt of Shraevyn. There, resting in the center of the coffin, was the Sword of the Dales, its azure glow filling the chamber. However, there was no sign of Randal Morn. Only a note signed by his hand held any clue as to his fate. "Seek me in Spiderhaunt," it proclaimed. "The fate of Daggerdale is in your hands." This is the second part of a trilogy of modules that began with "The Sword of the Dales." The saga concludes with "The Return of Randal Morn." TSR 9485

Cover of Survival of the Fittest
Survival of the Fittest
OSR
Level 1
8 pages
0

An adventure for starting characters When vicious bandits waylay a caravan bound for an outpost on the edge of civilization, the player characters are the only survivors, trapped and lost in a hostile wilderness. If they would live to see another day, they must learn to work together and discover the people they might one day become. This adventure is designed for a group of starting characters and is especially suited to new players. Published by Schwalb Entertainment.

Cover of DDLE4 Death House
DDLE4 Death House
5th Edition
Level 1
5 pages
0

This adventure introduces characters to the land of Barovia. It expands what we know about the lands around Castle Ravenloft and sheds new light on the dark past of the castle’s lord. Players will investigate mysterious happenings in a small haunted house in Barovia.

Cover of Trouble Below
Trouble Below
BECMI
Low Level
16 pages
0

A goblin warband has found the secret tunnel which leads from the dwarven keep of Hearth-Home to the nearby hills. The tunnel is intended to be a means of escape if the keep ever falls to attackers, but now it has provided goblins with an easy way into the Underkeep. So far, the goblins have confined their attentions to the various underground rooms that make up the Underkeep, but sooner or later they will find a way to the surface. They pose a serious threat to Hearth-Home - the goblins must be cleared out of the Underkeep so this breach in security can be repaired before the orcs hear of it and overrun the dwarven keep. This adventure is slightly more challenging than Red Hand Trail, and it is recommended that it is played after that quest and before Palace of Dread. However, the scenario in Trouble Below can easily be played independently from the rest. Part of TSR 1076 The Goblin's Lair

Cover of Pathfinder Society Scenario #6: Black Waters
Pathfinder Society Scenario #6: Black Waters
3.5 Edition
Levels 1–5
15 pages
0

The Pathfinder Society seeks the ancient ruby ring of the salamander and it falls to a team of Pathfinders to find it. Last seen in the Tri-Towers Yard, a once elite academy for the youth of Absalom, the ruby ring is now lost in the Drownyard, all that remains of Tri-Towers after it was destroyed a decade ago in the great quake. The Pathfinders must risk the strange black ichors and salty brine to find their prize—will they risk their very souls as well?

Cover of Into the Dragon's Lair
Into the Dragon's Lair
3rd Edition
Level 10
96 pages
0

Into the Dragon's Lair takes place in the Forgotten Realms setting, and takes place after the novels The High Road and The Death of a Dragon by Troy Denning. The nation of Cormyr tries to rebuild after the death of King Azoun IV, and seeks the treasure hoard of a dragon to fund these efforts and keep the kingdom from falling into chaos. The player characters must find this treasure before all the other seekers.

Cover of DDA2 Legions of Thyatis
DDA2 Legions of Thyatis
BECMI
Levels 3–4
32 pages
0

Revolt of the Gladiators! The corrupt Thyatian senator, Helenites Osteropolus, his latest scheme smashed by the adventurers and their gladiator allies, hatches a new plot to destroy the influence of the Order of the Sands (even, perhaps, to attack the Emperor himself!) Yet greater dangers lie ahead. If his plot succeeds, it will remove the guardians that protect the city from the creatures that lurk in the caverns and catacombs below. Can the players block his gambit? Will the wheel of justice grind small, or will the greasy palm of political corruption reach out and save the senator once again? You decide, in the chaotic swirl of the Thyatian capital's politics. This module is designed especially for the DM who wants to sharpen his interactive skills. Recommended for four to six characters, levels 3-4 Includes map of a realistic catacomb complex below Thyatis City Unique role playing climax tests players' integrity and skill New information on the military Legions of Thyatis This module is a stand-alone sequel to DDA1 Arena of Thyatis. TSR 9296

Cover of WE-1: Red Dawn
WE-1: Red Dawn
5th Edition
Levels 1–4
67 pages
0

WE-1: Red Dawn: An Eberron adventure about the end of the world. The year is 1019 YK, and the world is ending. Twenty-three years ago, the nations that were once Galifar signed the Treaty of Thronehold and ended the Last War. Now, the drums of war rumble once again. The peace that lasted a generation is threatened, and Eberron may go to war once again. As a member of the Scions of the Second Dawn, a secretive order dedicated to studying the Draconic Prophecy, this is merely background to you. Or, it was, until the eve of your initiation as full Scions. You emerged from the rite to find your monastery destroyed, bandits looting it, and all your friends and allies slain. You are the last survivors of your order, and the world is ending. You cannot stop the end of the world. But you can rebuild it. Can you escape the wreck of your secret order’s monastery, journey across the mountains in winter, search the mountain valley to unlock the cipher, and discover how to rebuild the world? Or will your frozen bodies join those of your fellows? Will you fall to fatalism and ennui, or will you fight to save what can be saved and rebuild what can be rebuilt? Find out, in the light of this RED DAWN.

Cover of DDA3 Eye of Traldar
DDA3 Eye of Traldar
BECMI
Levels 1–2
32 pages
0

Powerful Magics are Loose in Karameikos! You and your companions are starting on your first adventure and you've been swept into the intrigues surrounding the infamous Black Eagle Barony. To prevent the evil Baron von Hendricks from gaining more power, you and your cmpanions must retrieve the magical Eye of Traldar from the wizard's tower at Fort Doom. Can you escapes the clutches of the armed garrison? Will the Baron gain the powerful artifact and use it for evil? You and your friends make the choices and affect the entire Grand Duchy of Karameikos. This module is particularly recommended for novice Dungon Masters and players who want to try their hand at overland adventuring. Recommended for four to six characters, levels 1-2 Handouts and pregenerated characters provided Suitable for use with the Dungeons & Dragons Game box and conventional D&D Game rules Features simple rules on outdoors travelling for exclusive players of the D&D Game box Adventure in the monster-filled caverns and dungeons beneath Fort Doom. TSR 9271

Cover of The Keep at Koralgesh
The Keep at Koralgesh
BECMI
Levels 1–3
22 pages
0

Buried in fire, but hardly dead. Only the Keep survived the destruction of Koralgesh, but few adventurers will survive the terrors that now stalk the lost Keep's halls. Players hear rumours of the Keep at Koralgesh and then traverse it to acquire the treasure within. Pgs. 45-64

Cover of The Nightshine Mausoleum
The Nightshine Mausoleum
5th Edition
Levels 3–4
11 pages
0

Attacks by the undead are on the rise in and near the swamp. Rumr has it that the swamp was once an elvish settlement, lost long ago to ruin and sunken into the marsh. But one structure, at least, has yet to be consumed by the swamp. And a long dead cultist of Orcus, buried in that forgotten mausoleum, has returned from the dead. Includes A short adventure for 4-5 characters of 3rd to 4th level A map of the Nightshine Mausoleum Stat blocks for all monsters Unnumbered map suitable for use in your favorite VTT.

Cover of Rise of the Drow-5e
Rise of the Drow-5e
5th Edition
Levels 1–16
552 pages
0

Tonight, a ceremony of light is taking place on the surface. Meanwhile, a world away in the city of spiders, a drow matron solidifies a pact with soul-consuming entities who require great sacrifices in trade for unimaginable power. Drow eyes turn to the surface. This book contains a mega-adventure and setting, taking characters across the surface and into the depths of the world. Adventurers will meet unique denizens, battle horrors of the Underworld, explore epic locations, and fight to stop the rise of the drow.

Cover of C3 The Lost Island of Castanamir
C3 The Lost Island of Castanamir
AD&D
Levels 1–4
32 pages
0

In this scenario, the adventurers pass through magical portals into a series of interlinked chambers. The characters are encouraged by a young scholarly mage to voyage into the Sea of Pastures, to explore a mysterious island connected with a number of recent shipwrecks and disappearances. The island is grassy and windblasted, but eventually the characters discover a stone door leading into a subterranean complex. There, they discover 18 rooms linked by secret passages and magical portals. Most of these rooms have been ransacked by a variety of other survivors, human and monstrous. These survivors are likewise trapped within the labyrinth and are either eking out a miserable existence there or else desperately searching for a means of escape. Also within the building are a number of extraplanar creatures, collectively known as gingwatzim, who can shift between various forms: an energy form (glowing ball of light), an inanimate form (usually a magical weapon), and an animate form (an animal or monster). Eventually the characters may find the exit, and are once again deposited on the dreary islands to await rescue. TSR 9110

Cover of X1 The Isle of Dread
X1 The Isle of Dread
BECMI
Levels 3–7
32 pages
0

One of the original D&D classics, "The Isle of Dread" is a hex crawl wilderness adventure. It focuses on surviving primitive beasts, dinosaurs, and pirates while uncovering the mystery of the island's inland city, where a great treasure awaits. From the cover: "This module contains maps and background material for the Isle, fifteen new monsters, and suggestions for further adventures. In addition, The Isle of Dread contains a map and background information for a large continent, and eleven smaller maps for encounters on the island itself. In this module, players will push their way through dark jungles and treacherous swamps to discover the lost plateau, and the final secrets of - the Isle of Dread!" TSR 9043

Cover of Tower Of Zoramadria
Tower Of Zoramadria
4th Edition
Level 23
8 pages
0

The Tower of Zoramadria is hidden away in the Feywild. The tower is an arcane academy under the tutelage of the lich Parthal. Parthal and his students lead serene lives of study and contemplation, except when they engage in a bout of bloody necromantic research that requires innocent souls as vital components. Parthal has a score to settle, and the Feywild itself might shudder and scream before the lich has had his revenge on those who killed his love. Pgs. 104-111

Cover of Martin's Fortune
Martin's Fortune
5th Edition
Tier 1 5E 1-4 Level
15 pages
0

Martin's Fortune is a short classic horror quest that can be easily put in any (low) fantasy setting. This adventure scenario features a dark and trilling backstory and several handouts for your players. The quest is very much in the horror element and there are advices on how to approach the horror scenes. Adventure Synopsis: Martin Wesley, decedent of a faithful servant of Lord Amren Stieber recruits the players to pillage the Lord's lost tomb. Searching for the tomb reveals that forgotten history leaves its traces to this very day. The forest around Amren's resting place is cursed and veiled in darkness. When the party finally arrives to the Lord's tomb, they discover that it is something more - a jailhouse. Their prize will have to be earned in blood. Even when they vanquish the undead fiend, they can't be too safe, for the Lord's madness has become immortal. Published by: Adventurer's Inn

Cover of Rappan Athuk - The Dungeon of Graves (5E)
Rappan Athuk - The Dungeon of Graves (5E)
5th Edition
Levels 4–7
662 pages
0

The Dungeon of Graves, is nothing more and nothing less than a good, old–fashioned, First Edition dungeon crawl updated for the 5th Edition Roleplaying Game. Very difficult, it should strike fear into the hearts of the most stalwart adventurers. It offers an abundance of traps, tricks, and monsters. We hope that you find this module as fun and exciting as those thousands of players who have ventured into (and not as often out of) the endless caverns and mazes of Rappan Athuk—The Dungeon of Graves. Rappan Athuk is a difficult dungeon. Even the upper dungeon levels should not be attempted by a party of less than six mid-level characters.

Cover of Dark Times in Sherwood
Dark Times in Sherwood
3rd Edition
Level 3
26 pages
0

Where's Robin Hood When You Need Him? The Sheriff of Nottingham and the outlaws of Sherwood Forest share a common enemy. Will an unlikely alliance end this newest threat to the land? Pgs. 42-67

Cover of The Raiders of Galath's Roost
The Raiders of Galath's Roost
3rd Edition
Levels 1–2
32 pages
0

This adventure focuses on a Zhentarim attempt to spread terror in Mistledale, although it is suitable for almost any lightly settled area northwest of the Sea of Fallen Stars. "The Raiders of Galath's Roost" is suitable for four 1st-level characters, but PCs should be at least 2nd level before tackling the adventure's second half, the Zhentarim Citadel. Even in the first half of the adventure, many of the encounters are quite formidable for 1st-level characters, and the PCs might find it necessary to withdraw and recover one or more times before completely exploring the ruins.