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321 adventures found
Cover of Krenko's Way
Krenko's Way
5th Edition
Level 1
12 pages
0

The Notorious Goblin crime boss Krenko has escaped confinement in the Udzeo prison under suspicious circumstances. Now he plots to reestablish control over his criminal enterprise, raising the spector of a goblin gang war that could jeapordize the tenuous peace among the guilds. You must find Krenko and secure him before all-out war ensues! An introductory adventure.

Cover of Tomb of the Iron God
Tomb of the Iron God
OSR
Levels 1–2
27 pages
0

"A temple destroyed by divine wrath... An ancient, imprisoned evil and a powerful idol. Mysteries abound in the tombs below the temple of the Iron God, protector of the dead. Discover the dreadful fate of the Iron God's priesthood and the reasons behind their downfall in this intriguing adventure designed for low-level characters. Tomb of the Iron God covers a large catacomb area on two levels, with 58 keyed locations and six new monsters. This is a Swords & Wizardry (0e) dungeon crawl for four to five characters of 1st or 2nd level, by ENNIE-award winning author Matt Finch. The vengeance of an angry god, and treasures untold. The corruption and greed of the monks of the Iron God has brought divine vengeance upon their heads - the ancient monastery was recently destroyed in a cataclysm of fire and lightning, and only the tombs beneath remain intact. Somewhere in the catacombs lies the treasure the monks accumulated before they met their doom. An intrepid band of adventurers, willing to brave the perils of the unknown tombs, could gain riches beyond their wildest dreams. Do you dare to enter the burial catacombs and discover the chilling secrets of ... The Tomb of the Iron God?" Also available for 5E

The Setting Sun
AD&D
Levels 4–6
16 pages
0

A remote village/community in a conflict-ridden region of the Pomarj called Newtemple faces an invading army that mysteriously leaves it untouched. The local temple of Pelor (the sun god) appears to be the reason for this protection. The PCs are hired or tasked with investigating why the enemy forces spare the settlement—something feels off about the "protection."

Cover of DDAL05-12 Bad Business in Parnast
DDAL05-12 Bad Business in Parnast
5th Edition
Levels 1–4
32 pages
0

Bad Fruul and his minions have been threatening to overtake the town of Parnast for some time, and intelligence provided by Seer (via Hsing) confirms that an attack is imminent. Despite this, the town is at risk from within as internal politics threaten to tear it apart. It is up to the adventurers to resolve the infighting in Parnast and prepare the town for the hill giant's onslaught.

Cover of DDEX01-01 Defiance in Phlan
DDEX01-01 Defiance in Phlan
5th Edition
Level 1
32 pages
0

The Cult of the Dragon has come to Phlan, a lawless refuge on the Moonsea. Now, with no significant authority to stop the cult, other power groups in the Realms--the Harpers, Order of the Gauntlet, Emerald Enclave, Lords' Alliance , and even the Zhentarim--must untite to stop the cult from fulfilling its dark purpose in the city. Join the fight by participating in any one of five different missions aimed at stopping the cult.

Cover of Juggernaut
Juggernaut
AD&D
Levels 4–7
5 pages
0

"Several small wagon trains have recently been overrun by a force of goblins and wolves while the former were camped out at night. Among the attackers was a titanic black beast on which some of the goblins rode, a monster so huge that it crushed whole wagons beneath its feet and flung horses and riders aside with its arms." --from the adventure. Includes an extensive narrative opening to the adventure and a map of the cave system.

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 APS02 Warrens of the Great Goblin Chief
APS02 Warrens of the Great Goblin Chief
OSR
Levels 1–3
45 pages
0

Goblins have returned to the area of Westgate, seeking an ancient magical item constructed for their foul kind. In their search, the goblins attack an imperial convoy secretly disguised as a merchant’s wagon. The knowledge that goblins are near must be kept quiet from the public, thus a small band of adventurers is required to seek out the creatures and the stolen magic item, deep inside the warrens of the great goblin chief! But the adventure does not end there...

Cover of Deep in the Vale
Deep in the Vale
5th Edition
Level 1
13 pages
0

The set-up is interesting in a way – the PCs are plain folks of the Vale, everyday people, and the module begins promising, with the Thor-ordained sporty trek around the vale that inevitably results in trouble. The module, obviously, tries to chronicle the step from everyday-Joe/Jane to hero and the tidbits on culture provided are intriguing. But this, as much as I’m loathe to say it, is one of the worst modules FGG has ever released. If I didn’t know any better, I wouldn’t expect Mr. Ward’s pen at work here. Let me elaborate: The premise, is unique and hasn’t been done much recently, but it suffers from this being an adventure – to properly invest the players in the setting a closer gazetteer, nomenclature, suggested roles and origins for casting talent – all of that should have been covered. They’re not. Worse, everything here is a) clichéd and b) a non-threat in the great whole of things.

Cover of HWA1 Nightwail
HWA1 Nightwail
BECMI
Levels 6–8
64 pages
0

Introductory module for the Hollow World setting. First Adventure in the Blood Brethren Trilogy. Into the Depths! Under the ruins of Barleycorn Monastery, a tunnel leads one thousand miles downward. Through it, a rescue mission into the Broken Lands turns much stranger. Much more Serious. For the trail leads to the Hollow World. Launch your D&D game players into fabulous lost-worlds adventure across the Hollow World! Travel the Azcan Empire. Explore the secret labyrinth of the Great Pyramid in Chitlacan. Fly to the core of the world and enter the Smoking Mirror, before the monstrous Prince Kano enacts his devastating scheme - a scheme called: NIGHTWAIL! Nightwail is the first adventure for the D&D Hollow World Campaign Set. (The Hollow World boxed set is required to play.) This 64-page adventure fits easily into your existing campaign, either as a stand-alone adventure or as part of the continent-spanning Blood Brethren trilogy. These three linked modules can be played in any order - but the adventure starts here! Easily adaptable to the AD&D game! TSR 9303

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 The Hunt in Great Allindel
The Hunt in Great Allindel
AD&D
Levels 4–7
15 pages
0

While you search for treasure, others search for you. A treasure vault without guards or traps - can it be true? Pgs. 16-30

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

Cover of The Golden Bowl of Ashu H'San
The Golden Bowl of Ashu H'San
AD&D
Levels 2–4
9 pages
0

What angers the spirits? You don't have long to find out. An angry spirit can even steal the rain. The characters must appease a spirit that has brought drought to the area. Before they can summon him, however, they'll need to collect magical water from three shrines. Pgs. 35-43

Cover of Sharn III, City of Monsters
Sharn III, City of Monsters
5th Edition
Levels 5–9
43 pages
0

Sharn is paralyzed. Half of the council was under the control of roach thralls for the last 20 years, and with the conspiracy revealed the government apparatus is at a standstill. The criminal organization Daask rises from the underbelly to take control of the chaos and further destabilize the city.

Cover of The Sunless Citadel 5e
The Sunless Citadel 5e
5th Edition
Level 1
21 pages
13  2

This adventure concerns a once-proud fortress that fell into the earth in an age long past. Now known as the Sunless Citadel, its echoing, broken halls house malign creatures. Evil has taken root at the citadel's core, which is deep within a subterranean garden of blighted foliage. Here a terrible tree and its dark shepherd plot in darkness.

Cover of Escape From The Tower of Midnight
Escape From The Tower of Midnight
AD&D
Levels 2–4
12 pages
0

Two thieves' guilds fight to the death - with you in the middle. Run silently; the Midnight Stalkers are after you. Escape from the Tower of Midnight is an AD&D* game module for 2-6 thieves of 2nd-4th level. The Dungeon Master may change the names of the thieves’ guilds, countries, deities, and so forth to fit the individual campaign. Note that all player characters are assumed to have been imprisoned at the start of the adventure; little or no equipment will be available at first. This module is well suited for tournament use. Adventure Background It must be assumed, for the sake of the adventure to follow, that the PCs have no way of avoiding capture by the Midnight Stalkers. However, the DM may find a way to play out this adventure and have some or all of the PCs captured, allowing any who escape to attempt to rescue their comrades. Pgs. 16-27

Cover of Cavern of the Violator
Cavern of the Violator
5th Edition
Levels 1–4
26 pages
0

When local farmer Jonas Cappa goes missing while hunting mushrooms and then reappears, hours later, naked and without any of his belongings, his wife goes to the party to investigate. Jonas claims to have fallen into a hole in the ground, but none can be found. What really happened to him and can it be stopped before things get worse? (Spoiler: they are probably going to get worse). A one-shot adventure for characters of levels 1-4 designed to be dropped into any campaign, inspired by the X-Files (but firmly D&D).

Cover of Proudfoot's Trials
Proudfoot's Trials
5th Edition
Levels 1–3
14 pages
0

"Proudfoot’s Trials“ is a D&D5e one shot adventure for 3 to 6 players on level 1-3. The playing time is about 3-6 hours. It is an adventure for beginners, so it contains a few tips for the DM on how to handle various situations. The adventure also offers: - Social interaction - Wilderness challenge - Combat encounters - Traps - Riddles - Adjustment suggestions for higher levels - Sketches - City map "Proudfoot’s Trials“ can also be adapted into an established group and campaign. It provides a varied, but not too complicated plot and can be used to create an enjoyable evening for your group.

Cover of Reavers of Harkenwold
Reavers of Harkenwold
4th Edition
Level 2
64 pages
0

Reavers of Harkenwold pits the heroes against the Iron Circle, a company of cruel mercenaries that has seized control of the small land of Harkenwold. In this adventure, the heroes become daring rebels and lead the folk of Harkenwold against their oppressors.