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125 adventures found
Cover of Screams at Sunset
Screams at Sunset
5th Edition
Levels 1–4
19 pages
0

Your party has just spent the better part of the day travelling in dismal weather and you've just located an appropriate place to camp when, out of the drizzle filled sunset, the terrifying screams of a woman can be heard through the patter of rain through the trees. Great! You're cold, miserable, and now you have the moralistic compulsion to investigate and render assistance to a damsel in distress. What you don't realize is that morals and damsels always means more trouble than what you may be willing to pay. Will your party survive long enough to see the dawn through the Screams at Sunset?

Cover of DDAL08-12 Xanathar's Wrath
DDAL08-12 Xanathar's Wrath
5th Edition
Levels 5–10
30 pages
0

This couldn’t get worse. The key you are searching for has fallen into the hands of the eye tyrant of Skullport himself. Now you just need to rob Xanathar without getting disintegrated. Part Three of the Skullport Shakedown trilogy. A 2-4 Hour Adventure for Tier 2 Characters. Optimized For: APL 8

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 A Dungeon and a Dragon
A Dungeon and a Dragon
5th Edition
Levels 11–16
26 pages
0

A Four to Six Hour Adventure for 11th-16th Level Characters in Dungeons and Dragons 5E The Adult Green Dragon Valturnax has attacked the nearby village of Hartsvale, threatening to destroy them completely if they do not submit to his rule by nightfall. To save the town, adventurers must ascend the mountain by climbing through the caves housing the dragon’s minions and face him in his lair – and they need to do so before the sun sets. This adventure is meant to be quite challenging. Enemies know the adventurers are coming and have had time to prepare, and they do so intelligently. This adventure draws some inspiration from Tucker's kobolds. As an added bonus, this adventure is available completely for free.

Cover of DDAL05-10 Giant Diplomacy
DDAL05-10 Giant Diplomacy
5th Edition
Levels 1–4
34 pages
0

Seer has learned of an attempt to intimidate Gralm, an ettin, and his followers into joining Bad Fruul’s army. Hsing comes forth to communicate that she wants you to see if you can find some way to either insure Gralm remains neutral, or to encourage the creature to challenge Bad Fruul to single combat in the hopes that he might wrest control of the hill giant’s forces and turn them back from Parnast.

Cover of Rescue at Rivenroar
Rescue at Rivenroar
4th Edition
Level 1
42 pages
0

In “Rescue at Rivenroar,” the player characters must brave the depths of ancient catacombs in search of prisoners taken from the town of Brindol in a midnight raid. The hobgoblins, bandits that style themselves after an invading horde from long ago, have taken refuge in a dungeon under a ruined mountain fortress, and the PCs must clear them out to find the captive townsfolk and the treasures taken from Brindol. “Rescue at Rivenroar” also marks the first step in a great journey - the Scales of War Adventure Path, which spans 30 levels and put the PCs at the crux of events that shapes the world for centuries to come. While the scope of this adventure isn’t as grand, it represents the seed from which an epic tale will surely grow. Pgs. 4-45

Cover of Quoth the Raven
Quoth the Raven
3.5 Edition
Level 8
20 pages
0

Terror grips the city of Sharn. A serial killer stalks the streets and catalogues his slaughter in the annals of the city’s newspaper, to the delight and horror of its readers. To catch this elusive criminal, the PCs must match wits with an old adversary. Even beaten, scarred, and imprisoned, Viktor Saint-Demain is determined to have the final word. This is a sequel to Dungeon Magazine issue #133’s adventure “Chimes at Midnight”.

Cover of SJS1 Goblin's Return
SJS1 Goblin's Return
AD&D
Levels 7–10
96 pages
0

Hundreds of years ago, the elves and goblinkin fought for control of known space in the Unhuman War. The elves emerged victorious and the goblinkin were driven out to lick their wounds an plot revenge for another day. That day has come. After centuries of plotting and building, a new race of advanced orcs known as the scro have rallied the goblins, hobgoblins, and kobolds. It is only a matter of time before they infiltrate known space to wreak destruction on the inhabited planets. The elves are looking for a few good adventurers to infiltrate a scro base and steal any information valuable to the war effort. Your PCs are offered the chance to become heroes?or die trying. Goblin's Return is a 64-page adventure set in the second Unhuman War. The first of a two-part module series, it can later be linked with Heart of the Enemy or it can be played as a stand-alone adventure. TSR 9347

Cover of Rank Amateurs
Rank Amateurs
AD&D
Levels 1–3
15 pages
0

Somewhere ogre the rainbow.... You and your fellow humanoids are going to be diplomats! Can you say "disaster?" I knew you could. This module is made for humanoid monster PCs created with GAZ10 (The Orcs of Thar Gazetteer). That module is required to play through this adventure. The players start in the village of Flooshpragh, which acts as the horde center for the Rude Mongrel tribe of goblinoid races. Unknown to the players, the tribe has grown unmanagebly large, and the chief has marked the players as expendable individuals! Many subtle clues exist throughout the module to clue the players into this betrayal. The adventure proceeds through a town with roleplaying opportunities, a tower dungeon, and finishes by the players unknowingly pranking a human wizard. Pgs. 50-64

Princes of the Apocalypse
5th Edition
Levels 1–15
258 pages
1

Called by the Elder Elemental Eye to serve, four corrupt prophets have risen from the depths of anonymity to claim mighty weapons with direct links to the power of the elemental princes. Each of these prophets has assembled a cadre of cultists and creatures to serve them in the construction of four elemental temples of lethal design. It is up to adventurers from heroic factions such as the Emerald Enclave and the Order of the Gauntlet to discover where the true power of each prophet lay, and dismantle it before it comes boiling up to obliterate the Realms.

Cover of The Accursed Tower
The Accursed Tower
AD&D
Levels 1–3
32 pages
0

The PCs begin in the port city of Luskan, where they're hired on by a caravaning merchant to perform guard duty for the long, dangerous journey over the Spine of the World Mountains. If the heroes do well, they reach the small town of Targos, where they hear rumors of a dead mage's lost tower out on the tundra. In order to find it, the PCs must overcome numerous obstacles but may find allies in the peoples of the Ten-Towns region, including a barbarian prince, a sly halfling, and a unique ranger. Not all is as it seems, though, nor can all smiling faces be trusted. Can the PCs separate the truth from the lies, locate the Accursed Tower, determine all its secrets, and survive?

Cover of BMILL 01-02 Finding Kat
BMILL 01-02 Finding Kat
5th Edition
Levels 2–4
24 pages
0

The characters are introduced to the coup occurring in Whitehorn and are tasked with warning a friend, whose family is involved, about it. (characters can choose one instrument as a reward)

Cover of The Tomb of Demara
The Tomb of Demara
AD&D
Level 1
11 pages
0

Part of the First Quest Box Set TSR1105, this is an adventure designed to introduce new players and DMs to AD&D. The High Wizard Nethril asks the PCs to enter an old ruin and search it fro his missing apprentice. The ruin is not empty, though! Horrible things have moved in, so the search will be dangerous... First Quest Adventure Book Pgs. 7-17

Cover of Grave of the Heartless
Grave of the Heartless
OSR
Levels 3–4
17 pages
0

A curse is upon the land. In the old barrow long forgotten a forgotten general awaits trying to confront death, and until heroes can guide his way, the land suffers. Grave of the Heartless takes the adventurers to an unusual dungeon bordering the realm of the dead, and here a heart beats. Dare our heroes step into the darkness, where one step too far can lead them to face Death. Grave of the Heartless is a low-level OSR adventure suited for Labyrinth Lord and other oldschool retro clones. The adventure was originally written for the Danish Living Campaign The Hinterlands, and it is for the first time presented in English. The adventure introduces the players to a different tradition of adventures, and it one with a focus on exploration and encountering the unknown. The adventure includes new magical items and new monsters to challenge your players. Grave of the Heartless can be played as a sequel to Tomb of the Dragon's Heart and The Flooded Temple.

Cover of Falcon's Peak
Falcon's Peak
AD&D
Levels 1–3
7 pages
0

Lord Falcon’s nest holds a new brood of evil. Falcon’s Peak is an AD&D® game adventure for 5-8 characters of 1st-3rd level. The party should include a thief and at least one experienced cleric; a ranger would also be of help. The use of stealth and silvered or magical weapons is advised.

Cover of The Five Temples of the Earthmother Part 1: Life and Moon
The Five Temples of the Earthmother Part 1: Life and Moon
5th Edition
Levels 1–3
22 pages
0

Summoned by the ruler of the Moonshae Isles, the adventurers are asked to seek out the five lost Temples of the Earthmother. A 12 hour adventure for 5 players of 1st-3rd level characters.

Cover of Task for the Tyrants - An Eberron Adventure
Task for the Tyrants - An Eberron Adventure
5th Edition
Levels 5–7
28 pages
0

Task for the Tyrants is an intrigue and exploration adventure for a party of 6th level characters. It takes place in the city of Sharn (Eberron), but can be easily adapted to fit any large city in the Eberron setting. A simple reclamation job sends the characters racing across Sharn, from its steam-ridden depths to the operatic splendour of its tallest spires. The characters soon find themselves caught in the midst of a power struggle between the Tyrants, a rogue changeling revolutionary, and the nefarious forces plotting to cast Khorvaire into eternal night: the Dreaming Dark. Will the party reclaim and return the Tyrants’ package, or will they keep it for themselves? In this adventure, you will find: - 22 pages of high-stakes content - 7 to 8 hours of gameplay - A heist on a warehouse filled with goblins and volatile magic - Intriguing side-events to flesh out Sharn - A deal with the Spider, which might cost the players more than just gold…

Cover of An Uneasy Truce
An Uneasy Truce
5th Edition
Levels 6–8
14 pages
0

The town of Innisfall lives in the shadow of dragons, but has managed to broker a peace with them through the years and avoided outright destruction. Now, a dragon has been murdered and the visiting party of adventurers is accused of perpetrating the deed. Can our heroes prove their innocence and restore the uneasy truce the town has lived under for generations?…

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 Lost Mine of Phandelver
Lost Mine of Phandelver
5th Edition
Level 1
63 pages
20  0

"More than five hundred years ago, clans of dwarves and gnomes made an agreement known as the Phandelver’s Pact, by which they would share a rich mine in a wondrous cavern known as Wave Echo Cave. In addition to its mineral wealth, the mine contained great magical power. Human spellcasters allied themselves with the dwarves and gnomes to channel and bind that energy into a great forge (called the Forge of Spells), where magic items could be crafted. Times were good, and the nearby human town of Phandalin (pronounced fan-duh-lin) prospered as well. But then disaster struck when orcs swept through the North and laid waste to all in their path. A powerful force of orcs reinforced by evil mercenary wizards attacked wave echo cave to seize its riches and magic treasures. Human wizards fought alongside their dwarf and gnome allies to defend the Forge of Spells, and the ensuing spell battle destroyed much of the cavern. Few survived the cave-ins and tremors, and the location of Wave Echo Cave was lost. For centuries, rumours of buried riches have attracted treasure seekers and opportunists to the area around Phandalin, but no one has ever succeeded in locating the lost mine. In recent years, people have resettled the area. Phandalin is now a rough-and-tumble frontier town. More important, the Rockseeker brothers - a trio of dwarves - have discovered the entrance to Wave Echo Cave, and they intend to reopen the mines. Unfortunately for the Rockseekers, they are not the only ones interested in Wave Echo Cave. A mysterious villain known as the Black Spider controls a network of bandit gangs and goblin tribes in the area, and his agents have followed the Rockseekers to their prize. Now the Black Spider wants Wave Echo Cave for himself, and he is taking steps to make sure no one else knows where it is." Extra Info from AL.com users: by @marcellarius. "There are a variety of locations in this adventure: the town of Phandalin, a gang hideout, a ruined keep in the forest, a destroyed village, and Wave Echo Cave (a dungeon crawl). The adventure is written in a sandbox style and relies on the players to choose their path. Phandalin offers several side-quests which could serve as hooks for continuing adventures. The premade characters have ties in their backgrounds to NPCs and locations. If you're not using these you'll need to consider other ways to introduce key NPCs."