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213 adventures found
Cover of FRQ2 Hordes of Dragonspear
FRQ2 Hordes of Dragonspear
AD&D
Levels 10–12
34 pages
0

Dragonspear Castle. All who live within several hundred miles have heard the name and know its import. Once home to the proud and the brave, it stands now a ruin, cloaked behind a history of murder and diabolic plots. Few go there, for the only reward to be found is death. Rumors abound that Dragonspear holds a portal to the sinister planes, but until now those have been unfounded. Following a great battle against orcs and trolls from the High Moor who had taken possession of the castle, a temple to ward against further evil was established. However, by the Time of Troubles, that temple and its clergy had disappeared. Now, a horde of fiends and monsters has amassed at Dragonspear Castle, and it terrorizing the surrounding countryside. The portal is active, that is for certain. The army of Daggerford needs reinforcements! Is you party made of the stuff of heroes? Hordes of Dragonspear can be played using either the Battlesystem miniatures rules, or the quick combat resolution system found in DMGR2, The Castle Guide. Alternatively, a few simple changes render the entire module playable without any special rules. TSR 9369

Cover of Incursion at Allesley
Incursion at Allesley
5th Edition
Levels 1–3
? pages
0

There's trouble in Allesley! An Eastbrook farm has been attacked and people slain. But by what? The people are frightened, the Reeve is concerned, and the Constable wants you to figure out what’s going on. The last time this happened, goblins attacked the town. Does this mean war? This is the first adventure in a series to come in 2017 which builds on the introductory mini-adventure in the Eastbrook starting area.

Cover of CCC-SALT-01-01 Rumors of Riches
CCC-SALT-01-01 Rumors of Riches
5th Edition
Levels 1–4
29 pages
0

The Search and Locate Treasure Consortium funded an ill-fated mission into the wastes of Thar. They are unsure if faction infighting or monsters got the best of their expedition team as they followed a map to locate a supposed lost tomb. What dangers and treasures await the party as they go seeking rumors of riches?

Cover of Terror in Freeport
Terror in Freeport
3.5 Edition
Levels 2–5
47 pages
0

This adventure can be used as stand-alone or continuing the arc started by Death in Freeport. Terror in Freeport leads the PCs deeper into the intrigue they began to glimpse in Death in Freeport. The investigation takes them from the corridors of power to the bowels of the underworld, with terrifying insights into who really controls the city. They discover that the Brotherhood of the Yellow Sign has its claws in the town's power elite, but thanks to some clever camouflage by Sea Lord Drac. they may not find out just whom the serpents control until it's too late. As the adventure begins, the PCs are contacted once more by a very nervous Brother Egil. He tells them that while staying with Lucius one evening, he awoke to find a burglar in the roomstealing a scroll. Egil is certain that the Brotherhood have penetrated further into Freeport than anyone imagines. He wants the PCs to investigate Milos's other ties to the city and find out what's being done about the temple of the Unspeakable One. The PCs search the cultist's lodgings and discover it has been carefully gone over, and several possibly incriminating books are missing. But the burglars overlooked one thing: a Tome with a diagram of the Lighthouse of Drac sketched onto the back page, marked with the letter V. Upon leaving Milos's lodgings, the PCs come upon a gang of orcs beating up a hapless messenger. They lend a hand, only to discover they've been tricked - the messenger makes off with Milos's book! A chase through the back streets leads them to the boarded-up building the y discovered in Death What they find isn't encouraging. There is a guard posted out front, courtesy of "V"- -Verlaine. head of the Captains' Council. Meanwhile, down below, the cultists continue to have the run of the caverns-— in fact, they have been shipping their unholy relics to Verlaine's own home!

Cover of Caves of Shadow
Caves of Shadow
3rd Edition
Level 1
15 pages
0

A "Fast Play" introductory adventure to Dungeons & Dragons. Rather than requiring a d20, it is written for 3d6, and is meants specifically to teach new players how to play the game. The story is a simple dungeon crawl: players enter a small cave system to investigate an orc attack. After defeating a few orcs, they find an ogre's den, and must fight the ogre.

Cover of Castles & Crusades I3 Dogs of War: Felsentheim
Castles & Crusades I3 Dogs of War: Felsentheim
OSR
Levels 3–5
24 pages
0

Shall you claim the glory of heroes, or accept your doom? You have raised the ire of the goblin warlord, and now you flee his kingdom with war parties hot on your trail. You must reach the borderland town of Felsentheim, for if you do not, no alarm will sound to hearken the coming of the Dogs of War and your bodies will lie in the forest grass, forgotten by all but the worms! Shall you claim the glory of heroes and warn the people or accept your doom and suffer death in the Treklant? Enter again the World of Inzae, where all things slip into the Maelstrom, and from hence true heroes are born.

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

Cover of The Roadway of Wrath
The Roadway of Wrath
5th Edition
Levels 3–10
12 pages
0

This one-shot takes place in a post-apocalyptic, steam-punk style of world. Steam powered vehicles of bronze, iron, and steel are used by most civilizations and competition over areas containing water is heated and frequent in the middle of this expansive desert. In this adventure, the party finds themselves involved in the plot of a woman named Therra to kill off the oppressive overlord of one of these desert villages. The party must steal a group of these vehicles - choosing to split themselves between the massive fourteen-wheeled Ravager, the flamethrowing Firestarter, the spike-covered Skewer, and the two-wheeled vehicle known as the Sidewinder, as they flee across the wastelands. They will fight off goblin, kobold, and orc vehicles as the overlord gives chase and eventually faces off against them in a final battle of steel and steam. There will likely be a great deal of chaos - people leaping onto vehicles, being rolled under them, or performing risky but entertaining maneuvers . . . make sure to embrace these and turn them amazing scenes. It is more about having a great time than it is about following the rules, especially in this particular one shot.

Cover of DDAL04-01 Suits of the Mists
DDAL04-01 Suits of the Mists
5th Edition
Levels 1–2
44 pages
0

Strange things are afoot in the Moonsea. The factions have called all those willing and able to investigate strange occurrences in the region surrounding Phlan. Dark whispers and unseen terrors lurk in the misty shadows between this world and someplace much more sinister. Unveil the horrors before it is too late! Part one of Misty Fortunes and Absent Hearts.

Cover of The Big Man
The Big Man
5th Edition
Levels 2–4
8 pages
0

A group of orcs has decided to start ambushing travellers on a forest road between two prosperous towns. Led by the enigmatic "Big Man" these orcs focus on robbing people, but tend to avoid violence. When the characters stumble upon this band of orcs robbing a halfling, do they give up their money to save him? Or risk the halfling's life to attack these bandits?

Cover of FV10 - Stronghold of the Venomous Wyrm
FV10 - Stronghold of the Venomous Wyrm
5th Edition
Levels 8–10
22 pages
0

Sightings of a large Green Dragon have become more and more frequent and the shipping lanes are becoming regular targets. The duke has sent a military contingent but no word has come from that group. Is your party ready to lend a hand against an extremely dangerous foe?

Cover of The Twofold Talisman Adventure Two: The Ebon Stone
The Twofold Talisman Adventure Two: The Ebon Stone
AD&D
Levels 6–7
10 pages
0

With the Heart of Light secured, the adventurers now pursue the Ebon Stone, hidden in a remote keep. Part 2 of 2. Part 1 titled The Heart of Light. Pgs. 43-52

Cover of Daughters of Fury
Daughters of Fury
Pathfinder
Level 3
63 pages
0

When devils slay the knightly leader of Arwyll Stead and orcs from the Hell's Fury tribe attack the town, all hope seems lost for the brave people living on Lastwall's border. The coincidental arrival of the mysterious half-orc Vegazi also raises unsettling questions, and it's up to the heroes to make sense of these events and end the Hell's Fury tribe's threat to Arwyll Stead once and for all. What does Vegazi have to do with the raiders' diabolical plot? Who will rally Arwyll Stead now that the town's icon has been cut down? And who is the mastermind orchestrating the orc tribe's alliance with devils from beyond?

Cover of Pathfinder Adventure Path #85: Fires of Creation (Iron Gods 1 of 6)
Pathfinder Adventure Path #85: Fires of Creation (Iron Gods 1 of 6)
Pathfinder
Level 1
96 pages
0

The Iron Gods Adventure Path begins with "Fires of Creation," an exciting new adventure set in Numeria, land of barbarians and super-science! In the town of Torch, the settlement's unignorable tower of violet flame has gone out. The only clue to its disappearance is a newly discovered cave dug nearby. Are the heroes bold enough to unearth the otherworldly secrets that sleep beneath the city and reignite the fires of Torch? Or will their first foray into Numeria's ancient mysteries be their last?

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 DDAL05-05 A Dish Best Served Cold
DDAL05-05 A Dish Best Served Cold
5th Edition
Levels 5–10
33 pages
0

Stagwick’s long-standing peace with giant-kind is threatened as a patrol of Blood Riders spark a feud with a local tribe of giants. With word of strange activity coming from the Ice Spires, Good King Hartwick can’t be too careful. Can you quench the giants’ thirst for revenge?

The Siege of Castle Rend
5th Edition
Level 5
50 pages
0

The Siege of Castle Rend is an adventure for the fifth edition of the world’s first roleplaying game, suitable for five 5th-level characters. It takes place over four parts, and each part can be completed in one or two sessions of play, depending on your group’s playstyle and how long you like to play in a single sitting. If all goes according to plan over the course of this adventure, the player characters will expose an usurping lord, fight orcs, acquire a stronghold, defend it from an invading army, win the admiration of a town filled with potential vassals, and make political connections within the Barony of Bedegar. Of course, no adventure goes according to plan. The PCs will invariably throw these well-laid schemes into chaos, and they’ll have to improvise. But if we know how things would have gone if the PCs never showed up (or are cowards), it makes it easier for us GMs to improvise when things go off the rails. Published by MCDM

Cover of FRC1 Ruins of Adventure
FRC1 Ruins of Adventure
AD&D
Any Level
96 pages
0

A great evil force descended on the town of Phlan years ago. The townspeople were all either killed or driven away, and Phlan became (literally) a ghost town. Fifty years later, the survivors are ready to reclaim their town. But they need a band of strong and brave adventurers to lead the fight-they need you. Ruins of Adventure is a set of connected short adventures written by James Ward, David "Zeb" Cook, Steve Winter and Mike Breault-four names familiar to all AD&D game fans. It uses the same setting, locations and characters as the classic computer game Pool of Radiance by Strategic Simulations, Inc. In fact, many of the scenarios here in Ruins of Adventure will provide important clues to the successful completion of Pool of Radiance. TSR 9238

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."

Cover of Balance Disturbed (BDC-1)
Balance Disturbed (BDC-1)
5th Edition
Level 1
30 pages
0

The Riverlands Kingdom is a peaceful place. Generations ago it was a thriving and rich trading empire. Now it is a sleepy region of farms and a few craftsmen. Dotted with villages and a few towns along the numerous rivers, protected by a wall of rugged mountains, a wild forest and a vast steppe, little of note occurs here from generation to generation. All that is about to be shattered, an ancient evil has arisen and undertakes to bring wrath and destruction to the Riverlands in a pledge to conquer the rivers and kill those who reside between them. The peace is about to be shattered, the harmony destroyed, the balance disturbed.