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172 adventures found
Cover of Ebonclad - A Thieves' Guild Setting & Adventures
Ebonclad - A Thieves' Guild Setting & Adventures
5th Edition
Levels 1–4
170 pages
0

Inside Ebonclad you'll find: 170 pages of setting lore and history, accompanied by lavish illustrations and short stories to bring the setting to life. 7 adventures for character levels 1 - 4 GMs can use to introduce new players to the setting, or customize for use in their own campaigns. Tons of character options including new backgrounds, subclasses, feats, equipment, poisons, and spells. Tools for GMs to generate random citizens, valuables they may possess, the contents of their pockets or purses, and ways of determining how connected they are and how they'd react to witnessing crimes. Dozens of new NPCs, from generic stat blocks for thieves in the Ebonclad guild or town guard, to specific characters living in the city. A primer on thievery, for characters who live the life of crime. Over 30 random street encounters with different customization options a GM can use. New urban chase complications specific to the setting. More than a dozen encounter area maps saved as PNG files to print or use online.

Cover of Pathfinder Society Scenario #6–02: The Silver Mount Collection
Pathfinder Society Scenario #6–02: The Silver Mount Collection
Pathfinder
Levels 3–7
22 pages
0

The esteemed Blakros family—famous for their museum in Absalom—receives a large shipment of artifacts from Numeria but fears that the ever-vigilant Technic League will attack to reclaim its "stolen" property. When they request the help of Pathfinders to help guard the collection, the PCs discover that the Technic League is the least of their worries. Content in “The Silver Mount Collection” contains faction missions for the Dark Archive.

Cover of Waterdeep: Dungeon of the Mad Mage
Waterdeep: Dungeon of the Mad Mage
5th Edition
Levels 5–20
320 pages
1

In the city of Waterdeep rests a tavern called the Yawning Portal, named after the gaping pit in its common room. At the bottom of this crumbling shaft is a labyrinthine dungeon shunned by all but the most daring adventurers. Known as Undermountain, this dungeon is the domain of the mad wizard Halaster Blackcloak. Long has the Mad Mage dwelt in these forlorn depths, seeding his lair with monsters, traps, and mysteries—to what end is a constant source of speculation and concern. This adventure picks up where Waterdeep: Dragon Heist leaves off, taking characters of 5th level or higher all the way to 20th level should they explore the entirety of Halaster’s home. Twenty-three levels of Undermountain are detailed herein, along with the subterranean refuge of Skullport. Treasures and secrets abound, but tread with care!

Cover of In the Depths of Avarice
In the Depths of Avarice
4th Edition
Level 13
25 pages
0

The mine has been known as Tessount’s Folly for years, due to it producing nothing of value. Now Valmour, the youngest son of the mine’s late owner, has inherited the mine...and found something he should have left buried. Pgs. 56-81

Cover of Pathfinder Adventure Path #5: Sins of the Saviors (Rise of the Runelords 5 of 6)
Pathfinder Adventure Path #5: Sins of the Saviors (Rise of the Runelords 5 of 6)
Pathfinder
Level 13
64 pages
0

Seven Deadly Dungeons! The Rise of the Runelords Adventure Path continues! The evil beneath the town of Sandpoint refuses to sleep quietly, and a killer from the ancient past awakes. Clues found in his lair lead to the den of a legendary dragon and into a vast arcane dungeon ruled by ageless wizards, where the seven deadly sins reign supreme. Can the PCs hone the sins within themselves into weapons against their true foe, Karzoug, the resurrected Runelord of Greed?

Cover of A Simple Job - Adventure 1: What Lies Beyond Reason Adventure Path (Pathfinder)
A Simple Job - Adventure 1: What Lies Beyond Reason Adventure Path (Pathfinder)
Pathfinder
Levels 2–3
61 pages
0

It was supposed to be a simple job... A strange merchant offers you a simple job – pick up and deliver cargo. You have three days to get it a mere fourteen miles through the city. How hard could it be? A Simple Job is a journey through the city of Anduria, a cascading series of events that takes the heroes to explore strange locales and bargain with even stranger creatures. What secrets does the city hold, buried away for countless centuries?

The Lost Tomb of Queen Rhawen
OSR
Levels 2–4
8 pages
0

The Ocaulin Cult has stumbled upon the tomb, seeking to awaken an abomination known as the Spawn of Ocaulin. They have kidnapped a merchant’s daughter, Mornea, to serve as the final sacrifice for the creature. Meanwhile, undead have escaped the tomb, plaguing nearby settlements. The PCs must navigate the dangers of the tomb, confront the cult, and prevent the Spawn of Ocaulin from being unleashed upon the world. Multi-level tomb filled with traps, and undead guardians. Dynamic events and rumors in the City of Omere

Greger's Grotto
5th Edition
Level 1
52 pages
0

Greger’s Grotto is a community of pirates and other criminals, hidden away on a desolate coastline. The players are slaves sold to the Grotto’s owning family and used for manual labour and bloodsport in the arena. In this adventure, the players will need to: * survive harsh prison conditions, including the rivalry between prisoner factions: human, orc, goblin and hobgoblin * fight in arena battles against prisoners and beasts, often with strange twists to entertain the crowd * explore small mini-dungeons attached to the prisoners’ caverns * ultimately escape; whether by force, alliance with fellow prisoners, stealth, cunning or any combination of these Features of this adventure: * Pay-what-you-want (even nothing). * Illustrated with art by Setvasai. * Designed to fit into most campaign worlds. * Simulationist or story-driven: includes information for both. Use random rolls to determine what happens when, or take inspiration from various story hooks. (Or do both.) * 11 unique NPCs, including members of the Grotto’s owning family and leader of the prisoner factions. * Full maps of the Grotto, its arena and prisoner caverns, totalling over 40 rooms.

Cover of Pathfinder Adventure Path #6: Spires of Xin-Shalast (Rise of the Runelords 6 of 6)
Pathfinder Adventure Path #6: Spires of Xin-Shalast (Rise of the Runelords 6 of 6)
Pathfinder
Level 15
68 pages
0

A Runelord Rises! The Rise of the Runelords Adventure Path concludes! The Runelord of Greed, Karzoug the Claimer, stirs in the legendary city of Xin-Shalast. There are more forces than an ancient evil wizard at work in this remote corner of Golarion, a place where the boundaries between reality and nightmare are unnaturally thin. Karzoug's minions have awakened as well, among them giants and dragons and devils and worse. Could there be an even deeper evil poised to emerge from the darkness at the dawn of time? Can the Rise of the Runelords be stopped?

Cover of Difficult Circumstances: A Prologue Adventure for What Lies Beyond Reason
Difficult Circumstances: A Prologue Adventure for What Lies Beyond Reason
5th Edition
Level 1
65 pages
0

Sometimes you can just be in the wrong place at the wrong time... Sheltering from a savage storm, a group of fledgling adventurers find themselves trapped by circumstances and powerful forces from a bygone age. Escaping from dark and dismal caverns, the heroes must brave a nightmarish trek through haunted and hostile terrain, pursued by an mysterious assailant to the very walls of Anduria – home of the greatest civilisation in the world. On the edge between madness and salvation, they must broker a deal with shadowy cults and political powers to determine not only their own fate, but potentially that of the Eternal City itself.

Cover of The Night of Dissolution
The Night of Dissolution
3.5 Edition
Levels 4–9
96 pages
0

Picking up where Chapter 33: Adventures in the Ptolus book leaves off, the adventures in The Night of Dissolution cover an arc that pits player characters against the darkest foes the city of Ptolus has ever faced. Following the threads of a hidden conspiracy, the characters find themselves up against insane cultists, wild chaos magic, and horrors from the primordial days of the world. This adventure book is laced with urban intrigue, high action, and even some dungeon exploration. Some highlights include: A description of Pythoness House, a haunted oracle/brothel that hides a trove of weapons vital in the fight against the Cults of Chaos. A huge secret temple of chaos where insidious fanatics worship the dreaded Galchutt. Details of a city-wide network of covert spies and agents that extends even into the highest echelons of Ptolus’ elite society. These adventures culminate in the player characters’ attempt to stave off the Night of Dissolution, a dark time long foretold when the slumbering Galchutt will awaken in their hidden lairs deep below the city—and bring catastrophe and woe to the world. Published by Malhavoc Press

Cover of For a Lady's Honor
For a Lady's Honor
AD&D
Levels 4–7
9 pages
0

When the Guildmaster speaks, everybody listens. When the going gets tough, the thieves get going. For 3-6 thieves. Pgs. 9-16 & 34

Cover of Pathfinder Adventure Path #1: Burnt Offerings (Rise of the Runelords 1 of 6)
Pathfinder Adventure Path #1: Burnt Offerings (Rise of the Runelords 1 of 6)
Pathfinder
Level 1
58 pages
0

The Rise of the Runelords Adventure Path begins here, in the small coastal town of Sandpoint. Five years after a tragic fire and spate of brutal murders, the people of Sandpoint eagerly anticipate the Swallowtail Festival to commemorate the consecration of the town's new temple. At the height of the ceremony, disaster strikes! In the days that follow, a sinister shadow settles over Sandpoint. Rumors of goblin armies and wrathful monsters in forgotten ruins have set the populace on edge. As Sandpoint's newest heroes, the PCs must deal with treachery, goblins, and the rising threat of a forgotten empire whose cruel and despotic rulers might not be as dead as history records.

Cover of The Passenger
The Passenger
5th Edition
Levels 10–12
18 pages
0

Mr. P has a job for you. You must investigate three robberies that took place in Waterdeep in the past few days, and connect them to whoever is responsible. All clues lead you to a certain mansion, but it is certain that the raid will not be easy, as they are always watching, always one step ahead... Who's watching you ask? What do you mean? No one is watching.

Cover of The Alchemists' Guildhall
The Alchemists' Guildhall
5th Edition
Level 6
4 pages
0

"The Alchemists' Guildhall" is a rusalka lair suitable for four or five 6th-level characters. This adventure can be completed in one session.

Cover of L2 The Assassin's Knot
L2 The Assassin's Knot
AD&D
Levels 2–5
32 pages
0

The Assassin's Knot is a sequel to The Secret of Bone Hill, picking up on themes from that module and shifts them to a new locale. The player characters must solve the mystery of who killed the Baron of Restenford, with evidence pointing to somebody from the town of Garrotten. The scenario describes the town and its castle. The Assassin's Knot module is different from most of its contemporaries in that it contained no dungeon or dungeon-like area. The longer the players take to find the murderer, the more unfortunate events occur in the village. The village, Garrotten, is reputed to be the place to go to have someone killed. The entire village shuts down when the Baron of Restenford is found dead, mutilated beyond the possibility of magical restoration. Three small clues are all the player characters have to unravel the mystery. TSR 9057

Cover of Statues
Statues
AD&D
Levels 1–4
39 pages
0

Legends of a "mountain of gold" provoke a mad scramble for a mysterious book laden with clues to find certain statues around the city, which themselves hold additional clues leading to the hiding place of the fabulous treasure. An adventure for using old-school advanced rules with twists and open-ended problem-solving in a city rife with overt treasure-hunting and covert Byzantine plotting by multiple factions. Published by Coiled Sheets of Lead

Cover of Ignorance is Bliss - Adventure 2: What Lies Beyond Reason Adventure Path
Ignorance is Bliss - Adventure 2: What Lies Beyond Reason Adventure Path
5th Edition
Levels 4–5
59 pages
0

Sometimes its better not to know... Citizens are turning up in the city in catatonic states, alive but devoid of personality. Are they the victims of an illness or disease, or is there something more sinister at work? Encountering one of these poor souls, the characters are drawn into an investigation of politics and treachery, seedy underworld dealings and rooftop chases, culminating in a fiery conclusion. Can they discover the cause of this epidemic before it’s too late?

Cover of Kidnap the Archpriest
Kidnap the Archpriest
OSR
Levels 1–2
54 pages
0

The Archpriest, leader of the Church, has defied a summons to the Immortal Capital. You have been chosen to retrieve the recalcitrant pontiff. Kidnap the Archpriest is designed to be an implicit tutorial for diplomacy, stealth, theft, bluffing, and cunning. It is a system-less, setting-less heist module featuring: a city (with a map) a fortress (with interior and exterior maps) two hectic days and nights a guide to designing your own heists. glorious black and white art by Luka Rejec scheming cardinals, frantic servants, and secret plots By the author of the CoinsandScrolls blog and Tomb of the Serpent Kings.

Cover of The Scepter Tower of Spellgard
The Scepter Tower of Spellgard
4th Edition
Levels 2–4
96 pages
0

Protect the Future! At the height of Netheril's power, the fortress of Spellgard held many great secrets of the Empire of Magic. Now, only ruins remain... and one last guardian, the near-mythical Lady Saharel, whose prophetic visions draw the desperate and the doomed from across Faerun. But a dark presence in one of Spellgard's intact towers wants to control the power of prophecy for itself and remake the future in its own image.