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48 adventures found
Cover of Beyond the Veil
Beyond the Veil
3rd Edition
Level 9
40 pages
0

"The creatures are just too intelligent, too crafty, and too strategy-minded to "rampage." Rampaging brings the wrath of oath-bound knights, powerful mages, and divinely-protected priests. Why would a dragon want such attention, unless it had some special secret, or unless it was insane? Or both. The northern reaches of the Derideth Swamp were once plagued by a rampaging dragon. This black dragon, named Storamere, took a mad glee in attacking human villages, wiping out orc camps, driving off the lizardfolk, and decimating farmland. He met his untimely end, though, in an ambush devised by the monks of the Order of St. Chausle. Storamere died with a curse upon his draconic tongue: "you could not have defeated me in my lair," he told his slayers. "I am forever invincible in my lair." Now Storamere is back, with a horde of his misshapen half-dragon offspring, to have his vengeance. All that remains of the once-heroic monks are two old men driven mad by their last encounter with the black dragon, so it falls to a band of adventurers to again defeat the mighty dragon -- this time in his palace, where the boastful Storamere claims he is at his strongest." Includes maps and damage rules for navigating Storamere's lair, a semi-solid palace made of a dangerous, corrosive liquid five feet thick and located on the ethereal plane. Most of the monsters in the lair have the Half-Dragon template applied. Published by Atlas Games

Cover of The Dread of Dynwel
The Dread of Dynwel
5th Edition
Levels 2–8
241 pages
0

The Dread of Dynwel is an adventure set in the Forgotten Realms and optimized for 4-5 players. The characters start as a down on their luck but somewhat experienced crew of adventurers with a wanted poster which pays a much-needed gold reward. Soon, events in the Sunset Vale are revealed as more dangerous than they seem, sweeping the characters along with them. From the heights of the Sunset Mountains, the alleyways of Scornubel, and depths of the Reaching Wood: The Dread of Dynwel covers levels 2 through 8 and features material which can be played as a full campaign or dropped into an ongoing one.

Cover of The Tower of Yladhra the Grim
The Tower of Yladhra the Grim
5th Edition
Levels 5–8
14 pages
0

In the Tower of Yladhra the Grim, a party of adventurers braves the dangers and puzzles of an enchanted wizard's tower, and finally confronts the wizard herself. The adventure is designed for a party of five adventurers between levels five and eight. It features: Encounters by Level - Varying types and quantities of creatures are suggested based on the party's actual level, allowing each encounter to present the appropriate challenge to the party. Encounter Notes - Suggestions for how to run combats are provided for game masters who place an emphasis on engaging, tactical battles. Inciting Action - Suggestions for ways to present the adventure to players are provided. Aftermath - Ideas for future adventures based on this one. Unique Magic Items - New magic items to introduce into a campaign. Ease of Use - The format and style of the document allows the game master to find information quickly while running the game at the table. Detailed Maps - What's an adventure without maps? Not much else to say here.

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 ROS2 The Tremors in the Machine
ROS2 The Tremors in the Machine
AD&D
Levels 3–5
40 pages
0

A series of small earthquakes have brought a sense of disquiet to the town of Daern Kelton and Roslof Keep. Against these strange earthly portents, the members of the Ivory Scimitar have claimed their place as a true Mithel Company, but even greater danger now awaits them in the second level of the Dungeon of the Black Fey Mithelvarn. What lost secrets will be revealed as they journey below? What new threats and adventures can be had in Daern Kelton? The town opens its doors to the brave new heroes of the Company of the Ivory Scimitar. Here continues the Roslof Keep Campaign in the pages of ROS2, The Tremors in the Machine. This adventure is formatted to both 1E & 5E gaming rules. Also available in PDF.

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 DDEN2 Princes of the Apocalypse
DDEN2 Princes of the Apocalypse
5th Edition
Levels 1–4
53 pages
0

In this prelude to the full Princes of the Apocalypse campaign book, adventurers face off against the influence of Elemental Cultists in the hills and canyons of the Dessarin Valley. The four mini-adventures within are only tangentially related to each-other, and instead serve as starting points and hooks for the plots of the complete Princes of the Apocalypse Campaign. Players start in the well-described town of Red Larch; first investigating a local necromancer, then uncovering cult influences within the town, and finally heading off to infiltrate or do battle with two small elemental cultist strongholds. All parts of this adventure can serve as great places to seed hooks for other campaigns.

Cover of Pathfinder Adventure Path #103: The Hellfire Compact (Hell's Vengeance 1 of 6)
Pathfinder Adventure Path #103: The Hellfire Compact (Hell's Vengeance 1 of 6)
Pathfinder
Level 1
92 pages
0

The Hell's Vengeance Adventure Path begins with "The Hellfire Compact," an exciting new adventure in which the players take the roles of evil characters in the diabolical empire of Cheliax! A paladin of Iomedae and knight-errant of the Glorious Reclamation comes to the town of Longacre, inspiring the citizens to join the uprising against the Thrice-Damned House of Thrune. First as amoral mercenaries, then as retainers of the wicked archbaron of Longacre, the evil adventurers must move quickly to put down the insurgency and keep the town from falling to the knight's rebellion.

Cover of The Rose of Jumlat
The Rose of Jumlat
AD&D
Levels 3–7
21 pages
0

By any other name A jewel rose has been stole and its up to the PCs to recover it in this arabain themed adventure. Pgs. 28-47 & 65

Cover of Castle of the Mad Archmage
Castle of the Mad Archmage
OSR
152 pages
0

A vast, sprawling mega-dungeon beneath the ruins of a nearby castle. Reports have surfaced of stockpiles of wealth within the passages. Regions previously devoid of monsters are reported to teem with renewed activity. Magical and mundane traps have brought foolhardy explorers to their doom. Changes within the passages and chambers have rendered old maps and knowledge dangerously unreliable if not outright useless. To the bold and daring, only one message needs to be heard: the castle and its dungeons are once more ripe for exploration, and new legends are ready to be made. Note: This adventure requires three books for it to be complete (sold as a package): Adventure Book, Map Book, and Illustration Book. Published by BRW Games

Cover of The Rod of Seraillian
The Rod of Seraillian
AD&D
Levels 6–8
40 pages
0

Travelling long distances is the constant lot of the adventurer. This time, their quest will take them across the sea, and deep into the interior of a country they know little about, to retrieve an artefact stolen by one bunch of clerics from another. Now, we all know that meddling in the affairs of the Gods can be a hazardous affair, but this time the Gods haven't been worshipped for hundreds of years, and their clerics slaughtered each other in a great battle back in the distant past. Maybe this is that adventure we've all been waiting for, where the treasure is just sort of sitting there, and all we have to do is go and get it... A complete 40-page adventure, with stats for the D&D/AD&D games, and background information to use with the Pelinore campaign.

Cover of A Blight on the Land
A Blight on the Land
AD&D
Levels 8–12
15 pages
0

You say you want a revolution? Monsters are prowling through farmland, people are starving, and the government is on the verge of collapse. But why? The Knights of the Shield have infiltrated the town council of Zazesspur, are are subtly manipulating the countryside around Ithmong by bringing in attacking monsters and making the land unfertile. They hope to make one of their members king of Tethyr! The players are tasked with cleaning up the countryside of Ithmong, finding the source of the increased monsters, and stopping whatever is making the land unfertile. Pgs. 4-18

Cover of S2 White Plume Mountain
S2 White Plume Mountain
AD&D
Levels 5–10
16 pages
0

A traditional "funhouse" dungeon, White Plume Mountain begins with the archmage Keraptis stealing three artifacts and leaving cryptic poems with their former owners. The players are hired to recover the items, and find a bizarre dungeon in the side of the eponymous volcano. TSR 9027

Cover of Sons of Gruumsh
Sons of Gruumsh
3.5 Edition
Levels 4–8
31 pages
0

This adventure takes place in the Moonsea of Faerûn. The players have been brought to Melvaunt to search for the missing scions of the city's great families. To the north, in Thar the orc tribes converge on the ruined fortress of Xul-Jarak, flocking to the banner of a charismatic warlord. There, he intends to sacrifice the scions of the great families of Melvaunt in a bloodritual to Gruumsh. The players will escape Melvaunt, search along the wilderness of Thar for the Fortress of Xul-Jarak, and then explore the dungeons of the ruined fortress and hopefully rescue the scions before they are sacrificed. There also is a Web Enhancement by Eric Cagle on the archives of wizards of the coast's website designed to scale the adventure to level 8. For example, it replaces the Owlbear with a Tyrannosaurus. This is an easy to scale adventure with much of the player's difficulty coming from intelligently avoiding problems, choosing how to approach each floor in the most tactical way, and quickly adjusting when something goes wrong. The adventure has sidebars including common orc battle cries (In Orc!), ready to use orc names, weather and random encounter table in Thar, a description of what happens if the party fails or partially succeeds, and suggested minis for each of the encounters. There is even an extended description of the bloodspear ritual, an event the party is not meant to encounter in a normal run. The appendix is detailed for all the humanoid characters including the scions and their equipment, the named villains, and variety of unnamed orcs the party will encounter. The fortress also offers an opportunity to introduce the players to the Underdark and the Zhentil Keep. There is a passage to the Underdark the players can accidentally explore, and return to later. Emissaries from Zhentil Keep have come to watch the ritual and have their own motivations. These npcs provide an opportunity for exposition and role playing at a point which otherwise might be combat heavy, acting as a valve for the first floor - helping or hurting the party with subtle magic should the difficulty be off.

Cover of Veratrem's Tribal Siege
Veratrem's Tribal Siege
5th Edition
Levels 5–8
33 pages
0

Fight off an ambitious young green dragon in this expansion for Storm King's Thunder! This adventure is designed for the Storm King's Thunder campaign and is intended to give your players extra content during Chapter 3. It will bring your party to Wealdham, a small town located in the Westwood. There, they will face off with Veratrem, a young green dragon that has taken control of a local kobold tribe. If the adventurers think they can easily take the weak creatures, they have a surprise coming to them... Veratrem's Tribal Siege is a 5-8 hour adventure for Tier 2 Characters (optimized for APL 6). It has enough material for 1-2 full sessions, depending on how thorough your party is. Alternatively, Veratrem's Tribal Siege works very well as a standalone adventure for players who are not familiar with Storm King's Thunder at all.

Cover of DDEX02-13 The Howling Void
DDEX02-13 The Howling Void
5th Edition
Levels 5–10
46 pages
0

A storm of unparalleled fury has been ravaging the peaks of the Earthspur Mountains for a tenday, and the Monastery of the Yellow Rose sits in its eye for now. Some monks have fled the monastery to the safety of Mulmaster and beseech you to convince their more obstinate brothers to retreat to the city before the eye of the storm shifts, and the monestary is in terrible danger. Can you brave the elements and convince the monks to escape?

Cover of White Plume Mountain 5e
White Plume Mountain 5e
5th Edition
Level 8
14 pages
0

Three artifact weapons have gone missing and you adventurers have been sent after them. Going only by the riddle left on the thief's note, part ransom part guide, You stand before White Plume Mountain, stronghold of the supposedly long dead Wizard Keraptis.

Cover of DDA2 Legions of Thyatis
DDA2 Legions of Thyatis
BECMI
Levels 3–4
32 pages
0

Revolt of the Gladiators! The corrupt Thyatian senator, Helenites Osteropolus, his latest scheme smashed by the adventurers and their gladiator allies, hatches a new plot to destroy the influence of the Order of the Sands (even, perhaps, to attack the Emperor himself!) Yet greater dangers lie ahead. If his plot succeeds, it will remove the guardians that protect the city from the creatures that lurk in the caverns and catacombs below. Can the players block his gambit? Will the wheel of justice grind small, or will the greasy palm of political corruption reach out and save the senator once again? You decide, in the chaotic swirl of the Thyatian capital's politics. This module is designed especially for the DM who wants to sharpen his interactive skills. Recommended for four to six characters, levels 3-4 Includes map of a realistic catacomb complex below Thyatis City Unique role playing climax tests players' integrity and skill New information on the military Legions of Thyatis This module is a stand-alone sequel to DDA1 Arena of Thyatis. TSR 9296

Cover of Hrothgar's Resting Place
Hrothgar's Resting Place
BECMI
Levels 4–7
6 pages
0

He wanted a scabbard - but got the shaft. If the book is to believed, there's a magical sword - completely unguarded! - ripe for the taking. This short adventure starts with the players finding a diary describing the final resting place of Hrothgar and his powerful intelligent sword. In a quest for the sword, the players investigate a small cavern system and find the sword in a gelatinous cube. Pgs. 32-37

Cover of Crypt of the Crimson Stars
Crypt of the Crimson Stars
3.5 Edition
Level 7
8 pages
0

Rumors of an Eberron dragonshard of enormous size and power have reached the city of Sharn. Unfortunately, the shard is concealed winthin a Talenta Plains tomb located below a camp of cruel halfling nomads and their dinosaur pets. For centuries the Crypt of Crimson Stars has lain hidden in the vast expanse of the Talenta Plains. Now it has been found, and its legendary lost treasures draw adventurers from across the continent. Can you navigate deadly traps, fearsome guardians, and vengeful nomadic halflings to claim the prize? "Crypt of the Crimson Stars" is part one of the three-part "Shards of Eberron" Campaign Arc. Pgs. 32-41