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317 adventures found
Cover of UK5 Eye of the Serpent
UK5 Eye of the Serpent
AD&D
Level 1
38 pages
0

Gazing down from the pinnacle of Hardway Mountain, who would not be drawn by the far-off glint of the Serpent's Eye? The descent will be hard, the mountains know neither mercy nor compassion. Many are the lessons to be learned, but fate has left you little choice - are you equal to the challenge? "Eye of the Serpent" is a one-on-one wilderness adventure module for one player and one Dungeon Master, and has been designed to develop the specialist skills of a 1st-level druid, ranger, or monk character. It can also be used for a normal party of four to six 1st-level player characters. The perils of Hardway Mountain are unchanging, but the routes between them are not. This module includes a unique route planning system with different of routes linking the encounters to challenge the abilities of druids, rangers, or monks. TSR 9125

Cover of DL2 Dragons of Flame
DL2 Dragons of Flame
AD&D
Levels 5–7
32 pages
0

The dragonmen have taken Solace. Its beautiful tree houses lie black and battered amid the stumps of great vallenwood trees. Kapak Draconians, armed with poisoned weapons, enforce a brutal martial law on the survivors. And Solace is only one outpost: the dragon armies control the plains. Only the elven kingdom of Qualinesti stands unconquered. The rest of the plainsmen suffer the most: a long slave caravan hauls hundreds of them to the fortress prison of Pax Tharkas. "Dragons of Flame" is the second in TSR's series of Dragonlance adventures for use with the AD&D game system. Your players will adventure in the world of Krynn and visit strange places such as Qualinost or the Sla-Mori, encountering bizarre draconians and disgusting Aghar. They can play the modules as a set of separate adventures or as a great quest that spans the entire Dragonlance story. Art by Jeff Easley. TSR 9132

Cover of SCHOOL TRIP
SCHOOL TRIP
5th Edition
Level 2
3 pages
0

Sometimes protecting the cargo is easy but getting the pay not so much. Work has been scarce, coin hard to come by, armor needs maintenance, weapons need to be sharpened and food is needed in the belly. Monsters on the road, on the other hand, are more and more common.

Cover of Purewater
Purewater
5th Edition
Levels 1–2
14 pages
0

Ehor Stravensky sells the most marvellous potions, and the secret ingredient is purewater - water from the elemental plane itself! A small hole between the planes sits in the heart of a nearby forest, but recently the path has grown dark and corrupted. Ehor wants you to clear a path and secure more purewater for his business, and he'll pay handsomely. This first-level adventure is perfect for first-time DMs and players alike. Delve into the forest of Airedale and fight a skittering spider host, meet a dryad, and face off against a classic D&D monster! Included in this adventure: A quest to delve into a corrupted forest Bloodhawk hatching rules 7 encounters and 5 battlemaps Approx. 4 hours of fun An awesome adventure for 1st-level parties

Cover of N1 Against the Cult of the Reptile God
N1 Against the Cult of the Reptile God
AD&D
Levels 1–3
28 pages
18  0

"Terror by night! The village of Orlane is dying. Once a small and thriving community, Orlane has become a maze of locked doors and frightened faces. Strangers are shunned, trade has withered. Rumors flourish, growing wilder with each retelling. Terrified peasants flee their homes, abandoning their farms with no explanation. Others simply disappear. . . No one seems to know the cause of the decay -- why are there no clues? Who skulks through the twisted shadows of the night? Who or what is behind the doom that has overtaken the village? It will take a brave and skillful band of adventurers to solve the dark riddle of Orlane!" TSR 9063

Cover of MacGraw Hideaway
MacGraw Hideaway
Draw Steel
Level 1
6 pages
0

In the Tullow Vale of Vasloria, the MacGraw tribe of goblins terrorize the Baron's Road as it passes through the forest north of Ivywatch, plundering caravans and kidnapping merchants and travelers. The heroes arrive upon an ambushed caravan just as the tribe scurries away with their screaming haul into the forest. Can you save the good folk of Tullow Vale before they meet their end at the hands of the goblins and their cruel leader? In This Quest MacGraw Hideaway is a short, not-full-level-length adventure, or in other words, a quest! This quest is about fighting monsters and being heroic. Combat encounters are built to be complex! The heroes will be expected to spin multiple plates at the same time! The quest will reward up to 6 Victories. Depending on your experience running and your table’s experience playing Draw Steel, it could run around 4 to 6 hours of playtime. 2 combat encounters 1 optional negotiation

Cover of The Terror of Haverford
The Terror of Haverford
5th Edition
Level 1
49 pages
0

This Adventure is based on the web comic series, Table Titans. It is set in the same village that part of the comic takes place in, however the path of the adventure does not follow the story line set in the comics. There are familiar elements that are a wink and a nod to fans of the comic, but it is a unique story. The adventure is set around the village of Haverford, currently beset by an unknown [i]Terror[/i] that has resulted in many many deaths in the surrounding forest. The adventures have arrived at this once peaceful hamlet and if they discover the source of the [i]Terror[/i] plaguing the region they will be handsomely rewarded. The Terror of Haverford is a starter adventure. Characters will advance from level 1 to 4 if completed. This adventure has both social and combat encounters, as well as combat encounters that can be solved socially. If characters aren't thorough in their investigations they will be taken by surprise by what lies ahead.

Cover of Fangwood Keep
Fangwood Keep
Pathfinder
Level 4
32 pages
0

Fangwood Keep has changed hands innumerable times since its founding decades ago on the border between the warring nations of Molthune and Nirmathas. Over the years, both countries have sacrificed money and soldiers in an effort to control the fortress along the Marideth River valley, both for its tactical location and for its secure defenses. Recently, however, the battles around Fangwood Keep have dwindled to a trickle as Nirmathas has firmly rooted itself in the surrounding valley, allowing the tide of war to shift elsewhere and peace to settle at last over Fangwood Keep. This respite was shattered by the arrival of a renegade Molthuni commander named Pavo Vos. Obsessed with capturing Fangwood Keep and unraveling the fortress’s mysteries, the defecting lieutenant unlawfully used his platoon to secure the castle, much to the ire of both the Molthuni and Nirmathi governments. Now the task of bringing Vos to justice and reclaiming Fangwood Keep for Nirmathas lies solely in the PCs’ able hands.

Cover of The Emerald Spire Superdungeon
The Emerald Spire Superdungeon
Pathfinder
Levels 1–13
159 pages
0

For ages untold, a gemstone monolith has pierced the heart of the Echo Wood. Now, as civilization intrudes upon this enigmatic splinter, a strange life once again stirs in the depths—one with ties to undying evils and a might beyond time itself. The promise of wealth and power calls to glory-seekers from across the Inner Sea region, tempting them into a labyrinth of monster-haunted vaults, defiled tombs, arcane laboratories, and worse, as they seek to unveil the secrets locked below the legendary Emerald Spire.

Cover of Drakthar's Way
Drakthar's Way
3.5 Edition
Levels 3–4
16 pages
0

Wherein a tribe of goblins attracts too much attention and brings unwelcome guests to its master's den.

Cover of Seeking Bloodsilver
Seeking Bloodsilver
AD&D
Levels 2–4
25 pages
0

Into the shadows. You must brave the perils of the Shadow World to keep a tighmaevril weapon from the wicked clutches of the Gorgon. PCs are recruited to help a noble and his halfling friend find a weapon with immense power, called bloodsilver. Includes a sidebar for adapting the adventure to another setting, an overland map, and a map of the ruins Pgs. 8-31 & 69

Six Feet Under
Pathfinder
Level 1
2 pages
0

The adventurer awakens buried in a coffin only to be inadvertently rescued by a goblin grave-robber. With no recollection of how they came to be buried alive, the adventurer is thrust into an encounter with the goblin and his party who have stolen a precious heirloom off their unconscious body. Before starting this adventure the GM and player should discuss what heirloom item the adventurer possesses. Though having immense sentimental value, the heirloom shouldn’t be magical, and it should be of minor monetary value. It should be a worn item that can easily be removed such as a ring, bracer or necklace.

Cover of The Broken Tower
The Broken Tower
4th Edition
Level 2
6 pages
0

Ages ago, the tower stood as a bastion against banditry and marauders. But civilization has long since retreated from this area, and a band of goblin thieves has taken up residence in the ruined tower. Local woodsfolk beg the PCs to rid the place of the bandits before they are victimized again by the goblins of the Broken Tower. Pgs. 18-23

Cover of The Fish and the Rose
The Fish and the Rose
5th Edition
Level 5
9 pages
0

A Collection of Dark and Daring Adventures What happens when adventurers become the owners of a brothel? When a roguish associate asks them to attend an oligarch’s party in his place? What lurks in the Cartways besides kobolds? And what will you say when another thief tells you the only way to find a treasure is to become hunted by the Praetors? Dark dealings, my boys, and a knife in the guts might be the price. Whose guts? Might be yours if you cross the wrong one of the Nine. This 112-page supplement and adventure anthology is set in the seedy underbelly of Zobeck, and on its mean streets you will find: Seven adventures dealing with underhanded themes, shady locations, and double-crossing deals gone wrong Six locales including the Cartways Market Gallery or the Old Stross Municipal Baths. A dirty dozen NPCs: kobold gearsmiths, failed Arcane Collegium students, barge captains, fey and undead ambassadors to use as rivals, patrons, peers and foes A sampling of new clockworks, street magics and odd enchantments that make Zobeck the distinctive jewel of the River Argent! You probably shouldn’t bring the paladin along on this one… This official Midgard adventure anthology is easily portable to any setting. Designed by Ben McFarland, Chris Harris, Matthew Stinson, Christina Stiles, Mike Franke, and Richard Pett.

Cover of WGQ1 Patriots of Ulek
WGQ1 Patriots of Ulek
AD&D
Levels 1–3
31 pages
0

"A dwarven prince has requested your party's aid in quelling the coming invasion (if there is one, of course). Do you take him at his honorable word, and gird yourselves for battle? Or do you listen to the street talk, and take the side of those who disbelieve the warmongering? Most importantly of all: what if you make the wrong choice?" Patriots of Ulek is an adventure set in the world of Greyhawk - designed for a party of six to eight characters of first to third level who must help defend the Principality of Ulek against the despot’s horde and uncover a conspiracy which could lead to Ulek’s defeat. Fighters and clerics with healing spells are best suited to this adventure, as it involves a substantial amount of combat. Mages are helpful, but not required. Thieves will find minimal opportunities to practice their trade, although their skills as spies and scouts may come in handy. This adventure was designed specifically for inexperienced players and beginning dungeon masters. TSR 9385

Cover of How the Mighty Are Fallen
How the Mighty Are Fallen
AD&D
Levels 11–14
64 pages
0

As the floating cities of Netheril hover peacefully in the air, the winds of intrigue boil all around them. The phaerimm continue to plot the downfall of the Netherese even as Karsus prepares for the casting of his greatest spell. Undead walk the land, driving orcs and humans before them. And somewhere below the greatest nation of Faerûn, the Tarrasque awakens from a long slumber. How the Mighty Are Fallen, is an adventure designed for use with the Netheril: Empire of magic boxed campaign setting (which is required to play this adventure). Within these pages, the final heroes of Netheril can : Gather the spell components, that Karsus requires for casting his "most wondrous" spell, the only 12th level spell ever known. He just needs a few body parts from two creatures - A gold dragon and the Tarrasque. Reuinte lost lovers after they have been separated by death. Nopheu's wife was killed in a magical explosions, and now he's finally saved enough money for her to be resurrected. Certainly a dead body couldn't pose a threat to a band of stalwart heroes?! Follow the winds of fate to wherever Tyche delivers them. Numerous side adventures allow players to take their characters to a variety of different locations. Some heroes might want to follow the trail of the missing nether scrolls, while others might want to join the resistance and fight Karsus and the other archwizards. But only the bravest hearts can take the first step... TSR 9540

Cover of A Simple Story - adventure for beginners (Hebrew)
A Simple Story - adventure for beginners (Hebrew)
5th Edition
Level 1
17 pages
0

It's a simple story. A boy is missing in the woods. His father is heartbroken. Can you save him? Will this simple story have a happy ending? A simple introductory adventure for D&D 5th edition, for 3-4 beginner characters of level 1. Important Note: the adventure is entirely in Hebrew. This adventure includes material that was already published in the adventure Tower of Tragedy, which is in English.

Cover of The Corwyn Catacombs
The Corwyn Catacombs
5th Edition
Level 4
36 pages
0

Delve into ancient ruins of civilizations past in this one-session adventure for 4th level heroes of the world's greatest roleplaying game! The Corwyn Catacombs is a one-shot adventure that sees characters delve into ancient ruins of a precursor civilization to rescue citizens of Corwyn and keep the village safe from harm! Will the heroes succeed in vanquishing the evils that lurk within? Or will they meet a grisly end, to rise again as servants of the undying Chiran Empire? Published by Animancer

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 The Fall of Blackbottom
The Fall of Blackbottom
Draw Steel
Levels 1–2
87 pages
0

The Fall of Blackbottom is an adventure for the Draw Steel roleplaying game for 1st-level heroes. It’s intended for four to six players, including the Director. This fast-paced, high-stakes adventure assumes that players have moderate experience with the Draw Steel system and the game’s core rulebooks. The Fall of Blackbottom begins on a calm morning at the Drunken Fool, a three-story inn renowned for its baths and jaunty atmosphere. When Ajax’s siege plunges the city into chaos, the heroes are instructed by a member of the Chain of Acheron to lead civilians to a safehouse where the Chain will regroup and help the helpless flee the city. When the heroes arrive at the safehouse, however, it becomes clear that no one is coming to help. What’s more, one or more of them are wanted by Ajax, known to the Overlord by name. Their lives—and the lives of everyone they’ve saved—now rest solely on their shoulders.