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80 adventures found
Catching Guinea Pigs
5th Edition
Levels 1–5
7 pages
0

In this level 1-5 adventure for 3-5 players the party is tasked with the rpg standard mission a.k.a. catching rats in a cellar, only in this case they are not rats but guinea pigs. However this is all a big ruse to get some test subjects together, because the mage who gave them the job actually wants to start a gameshow. People from around the world can compete here for prizes in front of a live audience. However the games will have to be tested and that's where your brave adventurers come in. This adventure contains 10 different puzzles, 10 different rewards and tips on how to adjust the encounters for players of higher and lower levels than the recommended level of 3.

Cover of They Dug Too Deep
They Dug Too Deep
OSR
Levels 1–4
3 pages
0

Greed blinds the eyes of contentment Dwarf miners discovered a precious stone deposit. Unfortunately, their greed led them to dig tunnels too deep. Upon breaching the walls of an unholy temple, the miners unleashed a bizarre creature that decimated them all. 'They Dug Too Deep' is a system-agnostic one-page dungeon about exploring an abandoned and mysterious dwarven mine. As characters delve into the site, they'll uncover that not everything is as it seems – a sealed entrance from the inside, the corpses of dwarves scattered around, strange messages on the walls... Play to discover what really happened! 2023 Winners' Circle One-page Dungeon! 'They Dug Too Deep' was awarded as one of the top 10 one-page dungeons in the 2023 One Page Dungeon Contest! To celebrate, we offer you some extra stuff to enhance your play experience. There is more underground than just precious stones... What you'll find here: A complete 18-room one-page dungeon with easy preparation. A GM's Pamphlet containing tips on how to run the adventure and compiling the most relevant information. 4 character sheets using the Vagari RPG rules system. 5 custom tokens for use in your favorite VTT. Mini-hexcrawl map (NEW!)

Cover of Unwelcome Spirits
Unwelcome Spirits
5th Edition
Level 1
14 pages
0

An elder warlock from the goblinoid swamp village of Urzin has been kidnapped by soldiers of the Dwendallion Empire. Now the machinations of an evil imperial inquisitor might unleash an evil that could threaten the garrison at Fort Venture and the goblinoids of Urzin alike.

Cover of We Be Goblins Too!
We Be Goblins Too!
Pathfinder
Level 3
16 pages
0

The Licktoads, once the great and fierce goblin tribe in Brinestump Marsh, were defeated by human adventurers! All that remains of the tribe are its four goblin "heroes". Homeless and bored, they left their swampy homeland to join the neighboring goblin tribe, the Birdcrunchers. The good news is that the Birdcrunchers are willing to let the goblin heroes join their tribe. The better news is that the Birdcrunchers have heard of these four, and want one of them to become their new chieftain. The bad news is that before the goblins can join, they'll need to endure a series of dangerous and humiliating tests. Very dangerous. Very humiliating. The worse news is that lately Birdcruncher chieftains have had really short lifespans—they're being killed by the pet fire-breathing boar of a local ogre who wants the Birdcruncher land as his own. Part 2 of the We Be Goblins series.

Cover of The Sinister Secret of Saltmarsh
The Sinister Secret of Saltmarsh
5th Edition
Level 1
24 pages
0

Chapter 2: The Sinister Secret of Saltmarsh In this version of the adventure, the characters find navigational charts and logs aboard the Sea Ghost that implicate its crew as slavers. Ned Shakeshaft is a Scarlet Brotherhood agent. He makes an attempt to foil the characters, but his true intent is to surrender and implicate Gellan Primewater as a key villain. The distraction afforded by the lizardfolk and the looming sahuagin threat gives the Scarlet Brotherhood the opportunity to bring more agents into town. posing as mercenaries brought in by Anders to protect the town. If Gellan can be removed from the council, Solmor might ask one of the characters to take his place.

Cover of Witch of the Black Tree
Witch of the Black Tree
5th Edition
Levels 1–3
24 pages
0

A malicious and virulent force possesses the Vermyr Woods. The local wild-life has fled; known paths have mysteriously vanished or shifted; and locals have been found hanging dead from trees yet their eyes watch... they always watch. The hopes of the people are dwindling quickly. Believing that evil harpies have afflicted the woods, brave Captain Harkin set forth to serve them righteous justice! Even the mighty druid Algalor is nowhere to be found. Time passes and their worries compound. Why have the harpies attacked? What is the fate of Algalor and Captain Harkin? What is this mysterious evil that plagues the Vermyr woods? Who is Cartman's dad? The heroes will stumble into this mystery as they travel to Homid. They will discover the truth of the harpies as well as the fate of the heroes who safeguarded this region by delving deep into a forest labyrinth that feels alive! Will it consume them or will they be strong enough to defeat the evil at its core! Published by: Paper Dragon Tales

Cover of Infernal Machine Rebuild
Infernal Machine Rebuild
5th Edition
Levels 5–10
111 pages
0

A fallen clock tower holds components from an ancient artifact. Upon discovery of the components, competing agents look to launch expeditions to uncover additional components scattered across distant places—and times. The now-lost Temple of Moloch and the construction site of the legendary Tomb of Horrors are two of those locations. However great the risks, finding the components demands the effort, for whoever does so can reassemble the fabled Infernal Machine of Lum the Mad!

Cover of The Sword of the Dales
The Sword of the Dales
AD&D
Levels 1–4
32 pages
0

The Sword of the Dales, an icon of the Dalelands symbolizing the unity and strength of the people, has reappeared! Created by Shraevyn the weapons-mage hundreds of years ago, the lost Sword had become nothing more than a fantastic children's tale - until now. A group of warriors led by Randal Morn, rightful ruler of Daggerdale, rushed to the Sword's resting place to recover it, but dark forces awaited them, and Randal and his men fell to an ambush. Only one man escaped, yet he brought with him the hope that Randal Morn yet lives. Resolved to rescue his leader, that lone survivor turned to the great Elminster of Shadowdale for aid. But Elminster is gone, off plane-hopping while the fate of Daggerbale hangs in the balance. Hence, it is up to Lhaeo, scribe to the old mage, to find a group of heroes who have mettle enough to face down the menace which claimed Randal Morn and his hearty followers... This is the first of three adventures that grant player characters the opportunity to determine the fate of Daggerdale. The saga continues with "The Secret of Spiderhaunt" and concludes with "The Return of Randal Morn." TSR 9484

Cover of The Maze of Zayene M2 - Dimensions of Flight
The Maze of Zayene M2 - Dimensions of Flight
3.5 Edition
Levels 9–12
52 pages
0

The characters have escaped the maze only to find themselves in strange dimensions of fire, stone and ice, and a strange idyllic hunting ground where all is not as it appears.

Cover of Tomb of Abysthor
Tomb of Abysthor
3.5 Edition
Levels 2–8
64 pages
0

Restore an Abandoned Temple Enter the catacombs near the desecrated Temple of Muir, Goddess of Paladins, and search for the lost tomb of Abysthor. Will your party be able to cleanse the evil that now inhabits these once-sacred halls, and recover the Stone of Tircople? Can your characters survive the traps of an undead sorcerer? Will your players discover the chamber of Living Rock and the secret power it holds? Adventure awaits! Gold and Glory! A fantasy adventure published for the D20 system, The Tomb of Abysthor is the first module in Necromancer Games Dungeon series and can be played as a stand-alone story or in conjunction with The Crucible of Freya and the forthcoming city supplement Bards Gate. What secrets lie hidden in the tomb of Abysthor?

Cover of B2 Keep on the Borderlands
B2 Keep on the Borderlands
BECMI
Levels 1–3
32 pages
0

The heroes arrive at the eponymous Keep on the Borderlands, a fortress on the edge of civilization built to stave off the chaos and evil of the wilderness. Using it as a home base, a party can make forays into the surrounding wilderness, encountering monster and marauder alike. The centerpiece of the adventure is certainly the CAVES OF CHAOS, a network of tunnels and caverns found in the walls of a nearby but isolated ravine. It is here that hordes of evil humanoids have made their home. Through combat and negotiation, the players can try to explore and map out these caves, perhaps with the aim of accumulating valuable treasure or even cleansing the land of evil creatures. However, even the Caves are not all they seem. Beyond the goblins and kobolds lurk dark horrors: cults dedicated to fiendish chaos and a Minotaur's enchanted labyrinth await the unprepared adventurer. But for the hero who is brave, clever, and fortunate in equal and sufficient measure, great treasures and glory await in the Caves of Chaos that lie beyond the Keep on the Borderlands! TSR 9034

Cover of The Horror of Merehurst (AA#40)
The Horror of Merehurst (AA#40)
OSR
Level 1
16 pages
0

The island of Merehurst was once a bustling center for trade. But this was not to last, for in one single deadly night sixty years ago all the people and the animals of the town died - collapsing where they stood. The neighboring villagers of Coombe claimed that the miners dug too deeply into Ynyswel and the spirit of the isle was offended. The island gained a fearsome reputation and only the bravest would dare set foot upon its forested grounds. Yesterday strange lights were seen in the sky over the island and Ynyswel started smoking. The villagers can wait no longer. Brave adventurers must be found who are willing to investigate the Isle of Merehurst to either appease or oppose what lies behind the latest mysterious activities. Advanced Adventures #3 The Horror of Merehurst is an OSRIC(tm) module designed for 6-10 adventurers of 1st level.

Cover of The Raiders of Galath's Roost
The Raiders of Galath's Roost
3rd Edition
Levels 1–2
32 pages
0

This adventure focuses on a Zhentarim attempt to spread terror in Mistledale, although it is suitable for almost any lightly settled area northwest of the Sea of Fallen Stars. "The Raiders of Galath's Roost" is suitable for four 1st-level characters, but PCs should be at least 2nd level before tackling the adventure's second half, the Zhentarim Citadel. Even in the first half of the adventure, many of the encounters are quite formidable for 1st-level characters, and the PCs might find it necessary to withdraw and recover one or more times before completely exploring the ruins.

Cover of B5 Horror on the Hill
B5 Horror on the Hill
BECMI
Levels 1–3
32 pages
0

The end of the road. A lonely fort stands on the banks of a mighty river. It is here the hardy bands of adventurers gather to plan their conquests of The Hill, the hulking mass that looms over this tiny settlement. The Hill is filled with monsters, they say, and an evil witch makes her home there. Still, no visitor to The Hill has ever returned to prove the rumors are true or false. The thrill of discovery is too great to pass up, and only the river stands in the way. The adventurer's boat is waiting! This module is designed for use with the D&D Basic Rules. A trip through the wilderness begins a unique challenge for the novice player and Dungeon Master. TSR 9078

Cover of DDEX02-11 Oubliette of Fort Iron
DDEX02-11 Oubliette of Fort Iron
5th Edition
Levels 1–4
27 pages
0

When Fort Iron was taken from the duergar who inhabited it, much of their subterranean quarters were never fully explored. An ancient oubliette has been discovered and its contents have disturbed the miners. Can the mine and the miners be saved from the dangers of the Oubliette of Fort Iron?

Cover of SPA2: Goblins vs. Kobolds
SPA2: Goblins vs. Kobolds
5th Edition
Level 3
41 pages
0

The party is caught between warring goblin and kobold gangs, occupying an abandoned dwarven mine. Will the heroes ally with one of the sides in this quarrel, try to make peace between old enemies, attempt to eliminate both sides, or achieve their goal stealthily and unnoticed? The choice is completely theirs! Small Party Adventure: Though the party size of 3–5 characters is considered optimal in D&D, there are times when you can only gather one or two players at most. This adventure is designed exactly for such occasions.

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 Swamped
Swamped
5th Edition
Levels 3–5
7 pages
0

Outside Briar Glen lies a dangerous swamp, and deep within it runs the Weeping River. Those who venture too far into the swampland near the river are overcome with grief and cry until their tears turn to blood. If they’re lucky, they die quickly. Lately, however, women in town disappear into the swamp near the Weeping River at night... and return in the morning, entranced but unscathed. Their families want to know why they return at sunrise with no memory of the previous night. These women found themselves a friend in the boo-hag, angry at the townsfolk for damaging her swamp. She initiated the women into her coven and tasked them to drain the life energy from their families to help the boo-hag heal the swamp.

Cover of The Wizard's Amulet
The Wizard's Amulet
5th Edition
Level 1
25 pages
1

The Wizard’s Amulet is a short, introductory adventure for six newly created good-aligned 1st-level characters. The adventure revolves around Corian, a fledgling Sorcerer. While an apprentice, Corian discovered a letter written by a wizard named Eralion, who it is said some years ago attempted to become a lich—and failed. Accompanying the letter was a mysterious amulet with strange markings. Joined by newfound companions, Corian set off in search of Eralion’s keep and his supposedly unguarded treasure. But Corian is not alone in desiring to unlock the mystery of Eralion’s fate. Darker, more evil forces have designs on the secrets reputedly hidden with Eralion—forces willing to stop at nothing to obtain… The Wizard’s Amulet.

Cover of Escape the Labyrinth
Escape the Labyrinth
5th Edition
Level 20
8 pages
0

The heroes’ journey is finally at its climax. The evil god Tunkorl has just been freed from his prison and only the strongest and bravest mortals of the realm can defeat him before he regains full strength and throws the world in another dark age. However, the ultimate final fight will not be as straightforward as it seems when the party becomes trapped in a time dilated cross section of Carceri, struggling to get back to the real world and finish the job. Escape the Labyrinth is D&D 5e mini adventure for 3-7 characters of 20th level. This adventure is designed for a single 3-hour session which can be part of a special event, the end, or beginning of a campaign. The heroes go between fighting the big bad evil god (round by round) and trying to escape the mutliple layers of the Labyrinth of Futility a space-time dilated cross section of Carceri.