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107 adventures found
Cover of Tomb of Tiberesh
Tomb of Tiberesh
5th Edition
Level 2
22 pages
0

Just outside Per-Bastet, in the kingdom of Nuria Natal, lie the newly discovered remains of Anu-Asir, a city once believed to exist only in myth. The ruins of Anu-Asir lie submerged under accumulations of sand, floodwater, and tall tales. It is now a hub of activity for those seeking to uncover its secrets— and profit from them. Droves of the curious, hopeful, greedy, and eccentric congregate around the unearthed city. And just outside Anu-Asir, across the River Nuria, lies the most recently surfaced relic: the Pyramid of Tiberesh. Dare you explore its deadly mysteries?

Cover of The Sword of Roele
The Sword of Roele
AD&D
Levels 5–8
64 pages
0

On the border between Anuire and the land of the Khinasi, the Three Brother Mages fight an ancient and immortal awnshegh, the Chimera. The game of cat and mouse has recently begun to draw regents from the entire region. Rumors say that the blade of the last Anuirean emperor, the Sword of Roele, has been tracked to the Chimera's domain, the Chimaeron. The fact that the Gorgon's armies are mustering in Kiergard seems to support the rumor. But choosing sides between the Chimera and the Three Brothers is not easy matter. If the chimera drives the Brothers out, the trade routes through the Chimaeron may be sealed, leaving the seas free for the Khinasi to monopolize trade. If the Brothers drive the Chimera from the magical sources that give her strength, they may establish a beachhead for the Khinasi traders, who are slowly gobbling up the lands of Anuire just as their own lands were once annexed by the empire long ago. Who will you and your comrades ally yourselves with? Who is the true enemy? Can you recover the Sword of Roele before anyone else does, and lay claim to the Iron Throne? This Birthright adventure is suitable for use with any party of three to six characters of levels 5-8, including at least one regent. You must have a copy of the AD&D game rules, the Birthright campaign setting, and the Cities of the Sun campaign expansion to play. TSR 3118

Cover of No Laughing Matter
No Laughing Matter
5th Edition
Levels 5–6
34 pages
0

Laugher’s Gorge occupies a stretch of the canyon that runs through the local badlands, named for the haunting laughter that occasionally erupts from its depths. When travelers using the road past the gorge become infected with cackle fever, it’s up to the party to find out what’s causing the mysterious laughing sickness. Though they find a pack of gnolls infesting the canyon, it’s no joke when they discover who (or what) is pulling the strings! Laughter and humor are central themes in No Laughing Matter. The players are met with the will of a prankster god, riddles to solve, and may be forced to come up with some jokes of their own. But this isn’t an adventure to take lightly. If the party underestimates Laugher’s Gorge, they may find themselves infected with cackle fever… and there’s nothing funny about that! Dungeons on Demand is a line instant dungeons you can drop into your campaign, each is designed for 4-5 player parties of specified levels, and each dungeon is complete with a back story, hand drawn maps, traps, puzzles, and reference information to monsters and treasure. You can customize each one to fit in your campaign however you wish, and each one can be played through in one or two gaming sessions.

Cover of To Save A Forest
To Save A Forest
AD&D
Levels 4–6
16 pages
0

Only You can prevent forest curses! The population of a small town have been disappearing and its up to the party to save them and the town from a looming disaster.

Cover of Return to the Temple of Elemental Evil
Return to the Temple of Elemental Evil
3rd Edition
Levels 3–4
188 pages
0

Years ago, brave heroes put the denizens of the Temple of Elemental Evil to the sword. Now, dark forces whisper again in the shadows of the once-deserted temple - forces far more insidious and dangerous than any sane person could dream. Evil has risen again to threaten the village of Hommlet. A continuation of the original AD&D Temple of Elemental Evil, made for a party of 4th-level adventurers, taking them up to 14th level.

The Siege of Castle Rend
5th Edition
Level 5
50 pages
0

The Siege of Castle Rend is an adventure for the fifth edition of the world’s first roleplaying game, suitable for five 5th-level characters. It takes place over four parts, and each part can be completed in one or two sessions of play, depending on your group’s playstyle and how long you like to play in a single sitting. If all goes according to plan over the course of this adventure, the player characters will expose an usurping lord, fight orcs, acquire a stronghold, defend it from an invading army, win the admiration of a town filled with potential vassals, and make political connections within the Barony of Bedegar. Of course, no adventure goes according to plan. The PCs will invariably throw these well-laid schemes into chaos, and they’ll have to improvise. But if we know how things would have gone if the PCs never showed up (or are cowards), it makes it easier for us GMs to improvise when things go off the rails. Published by MCDM

Cover of DDAL05-03 Uninvited Guests
DDAL05-03 Uninvited Guests
5th Edition
Levels 1–4
31 pages
0

The Shrine of the Axes has been restored and Raggnar Redtooth, who previously conspired with dragon cultists, is trying to restore his reputation in Parnast by sponsoring a feast. There is just one thing he needs, meat for his feast. Game is supposed to be plentiful in the Weathercote Wood, but the townsfolk are all busy with their own work, and the minions of Bad Fruul are still out there causing trouble. What can go wrong on a simple hunt?

Cover of In Search of New Gods
In Search of New Gods
AD&D
Levels 4–7
32 pages
0

A scenario for a party of 4th-7th level adventurers You've earned quite a reputation as fearless adventurers, the sort who take on anything. But what happens when you come face-to-face with the challenge that bested the greatest adventurer in the whole Kingdom? Can you succeed where Feyr-Panniras failed? Can you find what has turned his friends against the Kingdom? And, more than anything, can you survive against the power of the New Gods?

Cover of The Battle of Emridy Meadows
The Battle of Emridy Meadows
5th Edition
Levels 5–7
26 pages
0

The party is enlisted to assist the Righteous Host, an army formed as a last resort to defend the world against the monsters of Elemental Evil. The host is greatly outnumbered. Its leaders send the party on a series of missions, each of which will give the Righteous Host an edge in the great battle to come. This epic adventure ends with the final push against the forces of Elemental Evil in the Meadows, and the outcome is informed by how effective the party is in their missions... and whether they are willing to risk putting themselves in the front lines. If the Righteous Host loses, players may decide to travel to Hommlet or other nearby towns to defend them. Whether the host is successful or not, players can decide to follow many different plot threads: exploring the Temple of Elemental Evil, finding the lich Kell the Eldest's lair and destroying his phylactory, or following the will of Bitbaern's Shield and discovering historical sites that were previously lost. Pgs. 44-69

Cover of A3 Assault on the Aerie of the Slave Lords
A3 Assault on the Aerie of the Slave Lords
AD&D
Levels 4–7
32 pages
0

Into the Drachensgrab Mountains! Hot on the trail of the marauding slavers, you and your fellow adventurers plunge deep into hostile hills. Spurred on by your past success, you now seek the heart of the slaver conspiracy. But hurry! Your must move quickly before the slavers recover from your previous forays and attack! This module was originally used for the official Advanced Dungeons & Dragons Tournament at Gen Con XIII and is the third of four in a series of related tournament modules. This module contains a challenging scenario, the tournament scoring system, plus nine pre-rolled, playtested tournament characters. Also included are large scale referee's maps, notes, and background information. A3 is a complete adventure in itself, but it is also a companion to A1 (Slave Pits of the Undercity), A2 (Secret of the Slavers' Stockade), and A4 (In the Dungeons of the Slave Lords). TSR 9041

In Volo's Wake
5th Edition
Levels 1–4
61 pages
0

The town of Phandalin, nestled in the foothills to the east of the Sword Mountains, continues to grow since being rebuilt after the devastation wrought by rampaging orc hordes. It recently survived violent gang activity, drow machinations, and even the attention of a green dragon. But can it withstand a new threat, bizarre but no less perilous: the fame brought by a visit from none other than loremaster Volothamp Geddarm? Six 1-Hour Mini-Adventures for 1st-4th Level Characters. Also included in the purchase of this adventure is a version specially converted for use with the Fantasy Grounds virtual tabletop software. The converted adventure features all the text and maps from the original adventure along with cross-linking of monsters, spells, magic items, equipment, and story elements, plus the powerful rules automation for which Fantasy Grounds is known.

Cover of B9 Castle Caldwell and Beyond
B9 Castle Caldwell and Beyond
BECMI
Levels 1–3
32 pages
0

Five exciting short adventures to make your Basic campaign come alive! The Clearing of Castle Caldwell - A local merchant has recently purchased a small castle... but when he tried to move in, he discovered that the castle was already inhabited! Dungeons of Terror - A strange trapdoor in the floor of Castle Caldwell leads to a terrifying challenge! The Abduction of Princess Sylvia - On the eve of her wedding, the beautiful princess has been kidnapped! Can you save her in time? The Great Escape - Imprisoned in an enemy fortress, without armor or weapons, your situation seems hopeless. Yet there may be a way to freedom... The Sanctuary of Elwyn the Ardent - A mystical chime of great power has been stolen - but by whom? In the wrong hands, the chime can cause untold harm! But can you find and defeat this mysterious and powerful creature? TSR 9143

Cover of In Its Horrid Wake
In Its Horrid Wake
5th Edition
Level 7
2 pages
0

We saw it—don’t turn your heads. Up near Hilltop Crossroad and the temple. It walked south; the trees fell in its path. Even the moon hid. Gods help Father Dren . . .

Cover of Den of the Destroyer
Den of the Destroyer
4th Edition
Level 7
41 pages
0

“Den of the Destroyer” is the sequel to “The Lost Mines of Karak,” continuing the unfolding story of the Scales of War adventure path. In this adventure, the PCs are called back to Brindol by a surprising summons. There they learn that a platinum sword they had collected back in "Rescue at Rivenroar" is no mundane item - the blade is sentient! The blade charges the PCs to undertake a dangerous mission to an abandoned githzerai fortress in order to perform a ritual to awaken the blade's true form. Along the way, they must deal with bounty hunters hired by an old enemy (from "Shadow Rifts of Umbraforge"), and confront a vile gang of gnolls terrorizing Elsir Vale. Pgs. 14-54

Cover of B10 Night's Dark Terror
B10 Night's Dark Terror
BECMI
Levels 2–4
64 pages
0

Special Basic/Expert Transition Module Barely one day's march from Kelven, the uncharted tracts of the Dymrak forest conceal horrors enough to freeze the blood of civilized folk. Those who have ventured there tell how death comes quick to the unwary - for the woods at night are far worse than any dungeon. But you are adventurers, veterans of many battles, and the call of the wild is strong. Will you answer the call, or are you afraid of the dark terrors of the night? The campaign adventure is for characters just beginning Expert play (levels 2-4) and hurls them into the exciting outdoor world which awaits in the Expert rulebook. With a 64 page booklet, 2 double-panel covers, a double-sided, fold-out mapsheet and 120 die-cut counters, this super module provides all you need for epic wilderness and dungeon adventuring. Journey across the Grand Duchy of Karameikos in a desperate race against time and the forces of evil. This adventure is for use with the Dungeons & Dragons Expert Set, which continues and expands the D&D Basic Rules. This adventure cannot be played without the D&D Basic and Expert rules produced by TSR inc. TSR 9149

Cover of The Demonskar Legacy
The Demonskar Legacy
3.5 Edition
Level 8
39 pages
0

After a riot erupts in the streets of Cauldron, the PCs must track down a missing paladin before the mob tears the city apart. The PCs try to stop an assassin during the riot and get invited to a meeting, where they are tasked to search for the missing paladin. After some investigating they will travel to Vaprak's Voice, an ancient Spell Weaver laboratory, at the edge of the Demonskar. In the dungeon they will find the "Starry Mirror", a puzzle/travel device through which they have to travel, to find the missing paladin. Part 4 of The Shackled City Adventure Path Pgs. 44-82

Cover of Caverns of Thracia
Caverns of Thracia
3rd Edition
Levels 3–8
130 pages
0

For over a thousand years the things that lurk beneath the waters, skulk in the darkness and lie hungrily in dank crypts have been patient, while all around them men and monsters bicker amongst themselves, bold enough to traverse the dark caverns' depths but afraid or perhaps wise enough to leave the forgotten vaults and hidden passages alone. Beneath the lost ruins of ancient Thracia lie the vast caverns of a once great civilization. While a death cult rules the surface, the Minotaur King and his beast men lurk fall below. Descend even deeper into the darkness and discover a lost and arcane world that waits for those brave enough to enter! Necromancer Games and Judges Guild have teamed up to expand and update the classic module Coverns of Thracia for 3.5. Designed for characters of 3rd to 8th level and higher, the Caverns of Thracia is a mini-campaign setting that presents intricate plots and exciting adventures.

Cover of The Red Road
The Red Road
Draw Steel
Level 2
35 pages
0

The Red Road is a quest for 2nd-level heroes. This quest is intended to be a one to two session, monster-of-the-week–style adventure: a memorable, early stepping-stone in the heroes’ career. The heroes can earn up to six Victories over the course of this quest. A mystery smolders in the village of Asher that'll lead the heroes on a breakneck race through the woods. Make every action count—every little misstep could inch you and many innocent people closer to a bloody end! The Red Road assumes you understand how to play and run Draw Steel.

Cover of The Black Egg
The Black Egg
3.5 Edition
Level 12
22 pages
0

When an ill-favored orb drops from the sky and devastates the countryside, only the PCs stand between an ambitious wizard, a cult of dragons, and a dark ambition that could bring an army of fiendish wyrms into your campaign world! "The screams became overpowered by the sound of the terrible falling star--a black orb of malign energy hurled from the firmament in the dead of night. In that instant, the village of Rhale was utterly destroyed, reduced to a hollow crater of flaming decay. Now, frightened talk of a dark presence descended from above has taken root, though none can put name to the faceless fear that might reside within this terrible orb." While traveling the countryside, the player characters witness an explosive event - the falling of a meteor into a distant hillside. Soon thereafter, they encounter several mercenaries menacing some refugees. From them, the PCs can learn, that a group of dragon worshippers called the Black Covenant are in the area and intend to use the fallen star for their own nefarious purposes. Upon arriving at the crater, the PCs find that the falling star is in fact a massive sphere of iron with an opening in its side. They enter the sphere to find a small complex of rooms protected by numerous traps and guardians. They also battle several members of the Black Covenant, until they make their way to the heart of the complex, where they discover the source of the Covenant's interest in the Black Egg, they try to use it to create a half-fiend red dragon. The PCs must succeed if they wish to prevent the creation of an army of fiendish dragons. Lot's of monstrous NPCs with class levels and templates for enemies (half-black dragon orc warriors level 7, for example) are used in this adventure. Pgs. 57-78

Cover of True Level Adventure 2 Gate of Web and War
True Level Adventure 2 Gate of Web and War
AD&D
Level 2
6 pages
0

There is no particular overarching story here, just a prospect gate keep dungeon you can drop into your own sandbox and run as you see fit. This adventure is formatted to both 1E & 5E gaming rules.