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44 adventures found
Cover of WS2.6 Lost Among the Crystals
WS2.6 Lost Among the Crystals
AD&D
Levels 3–5
8 pages
0

Lost Among the Crystals is a companion adventure made to go along with the vents unfolding in Folio #15 (WS2 The Forgotten Plateau). It contains the information needed to run a side adventure that will help the characters in their exploration of the Sacred Plateau. The mighty crystal fields of the Sacred Plateau have become a confusing maze amid the now rising vapors of necrotic energy that masks the midlands. Even the keen senses of 'Numphy', the party Triceratops beast of burden, have become dulled. Can the players navigate the crystal maze and find their true goal on the far side? This adventure is formatted to both 1E & 5E gaming rules.

Cover of Glacial Rift of the Frost Giant Jarl
Glacial Rift of the Frost Giant Jarl
4th Edition
Levels 14–19
42 pages
0

In order to stop a series of devastating giant raids, the party must venture into the stronghold of the frost giant jarl Grugnur to both recover the giants' plans and eliminate Grugnur, who is the tactical head behind the operations. The adventure is part of the "Against the Giants" series originally by Gary Gygax, hence the writing credit.

Cover of The Black Egg
The Black Egg
3.5 Edition
Level 12
22 pages
0

When an ill-favored orb drops from the sky and devastates the countryside, only the PCs stand between an ambitious wizard, a cult of dragons, and a dark ambition that could bring an army of fiendish wyrms into your campaign world! "The screams became overpowered by the sound of the terrible falling star--a black orb of malign energy hurled from the firmament in the dead of night. In that instant, the village of Rhale was utterly destroyed, reduced to a hollow crater of flaming decay. Now, frightened talk of a dark presence descended from above has taken root, though none can put name to the faceless fear that might reside within this terrible orb." While traveling the countryside, the player characters witness an explosive event - the falling of a meteor into a distant hillside. Soon thereafter, they encounter several mercenaries menacing some refugees. From them, the PCs can learn, that a group of dragon worshippers called the Black Covenant are in the area and intend to use the fallen star for their own nefarious purposes. Upon arriving at the crater, the PCs find that the falling star is in fact a massive sphere of iron with an opening in its side. They enter the sphere to find a small complex of rooms protected by numerous traps and guardians. They also battle several members of the Black Covenant, until they make their way to the heart of the complex, where they discover the source of the Covenant's interest in the Black Egg, they try to use it to create a half-fiend red dragon. The PCs must succeed if they wish to prevent the creation of an army of fiendish dragons. Lot's of monstrous NPCs with class levels and templates for enemies (half-black dragon orc warriors level 7, for example) are used in this adventure. Pgs. 57-78

Cover of G1-2-3 Against The Giants
G1-2-3 Against The Giants
AD&D
Levels 8–12
32 pages
0

This material was originally published as three separate adventures: G1 (STEADING OF THE HILL GIANT CHIEF), G2 (THE GLACIAL RIFT OF THE FROST GIANT JARL), and G3 (HALL OF THE FIRE GIANT KING). Contained herein are referee notes, background information, maps, and exploration keys for three complete adventures using the ADVANCED DUNGEONS & DRAGONS rules. This module can be used alone or as the first in a series of adventures that includes Dungeon Modules D1-2 (DESCENT INTO THE DEPTHS OF THE EARTH), D3 (VAULT OF THE DROW), and Q1 (QUEEN OF THE DEMONWEB PITS). TSR 9058

Cover of Assault on Hellmaw Island
Assault on Hellmaw Island
5th Edition
Levels 5–10
21 pages
0

Hellmaw Island is a place of legend, a hidden fortress protecting the greatest treasures in the world. Rumour says it is guarded by wicked traps, bizarre and terrifying monsters, and maddening enchantments. Our heroes have been tasked with penetrating this mysterious stronghold, and they will find it to be stranger and more dangerous than anything they have encountered before. Assault on Hellmaw Island is a 5th Edition Dungeons & Dragons adventure for characters of levels 5-10. It will take 4-8 hours to complete.

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 Aesirhamar
Aesirhamar
AD&D
Levels 9–16
12 pages
0

The characters are summoned by the Norse gods to track down two dwarves, one of whom has made a weapon for the giants to use against the gods. The mission takes the characters to Jotunheim, on the plane of Gladsheim, to take the god-slaying weapon from the giants.

Cover of The Singing Stones
The Singing Stones
OSR
Levels 3–5
26 pages
0

"Investigate a mystical valley where stones can speak and monsters roam." "The Singing Stones" is a wilderness, point-crawl adventure for characters levels 3-5. It is set in a mystical valley known as Opera Valley, which is filled with sentient, speaking stones. It emphasizes exploration, interaction with unique environmental features, and solving mysteries through dialogue and puzzle-solving rather than straightforward combat. 23 keyed locations Written for the Old-School Essentials (OSE) rule system

Cover of Curse of the Riven Sky
Curse of the Riven Sky
Pathfinder
Level 10
32 pages
0

The black clouds of war are gathering, and evil flocks to their thundering call! While seeking the legendary expertise of a cloud giant skymage, the PCs interrupt an attack on his lair by well-armed and magically augmented hill giants. To obtain the cloud giant's arcane knowledge, the PCs must seek out and eliminate the source of the hill giant threat, yet the brutes have little information other than the name of their employer—a mysterious giant calling herself the Storm Queen, whose anger and hatred have transformed over the course of years into a murderous plan that could cost hundreds of innocent lives.

Cover of Hoard of the Dragon Queen
Hoard of the Dragon Queen
5th Edition
Levels 1–8
94 pages
2

The Cult of the Dragon, along with its dragon allies and the Red Wizards of Thay, seek to bring Tiamat from her prison in the Nine Hells to Faerûn. To this end, they are sweeping from town to town, laying waste to all those who oppose them and gathering a hoard of riches for their dread queen. Continued in The Rise of Tiamat.

Cover of DDAL05-17 Hartkiller's Horn
DDAL05-17 Hartkiller's Horn
5th Edition
Levels 5–10
34 pages
0

Claiming to possess Hartkiller's Horn, Ryndölg makes his move to take control of the Hartsvale. The non-giant residents have been pressed to declare their allegiance or be destroyed. Do they swear fealty to Jarl Ryndölg, or is there another option? Is there another contender to the throne? Sometimes the best choices can be the most dangerous. A Four-Hour Adventure for 5th-10th Level Characters. Optimized for five 8th level characters.

Cover of DDEX03-15 Szith Morcane Unbound
DDEX03-15 Szith Morcane Unbound
5th Edition
Levels 5–10
42 pages
0

With allies gained from denizens of the Underdark, the former drown enclave of Szith Morcane is on the precipice of being retaken. During the battle for Szith Morcane, secrets of the drow community are revealed. What will you do with this knowledge, and how will it affect the outcome of the conflict?

Cover of City of the Spider Queen
City of the Spider Queen
3rd Edition
Level 10
186 pages
0

The Fate of Faerûn Lies in Shadowy Darkness! Daggerdale is reeling from a sudden series of murderous drow raids. As a grave threat to the entire surface world develops in the war-torn dark elf city of Maerimydra, intrepid heroes must discover its source and destroy it, if they can.

Cover of Warrens of the Stone Giant Thane
Warrens of the Stone Giant Thane
4th Edition
Levels 11–17
38 pages
0

To stop a devastating rampage of giants across the land, the party must venture into the lair of the stone giant thane Arnak to uncover the truth about why he has broken his peace with the neighboring dwarves. In the process, they will have the opportunity to retrieve important symbols of the fight against the giants and uncover a dangerous excavation. The adventure is part of the "Against the Giants" series originally by Gary Gygax, hence the writing credit.

Cover of X1 The Isle of Dread
X1 The Isle of Dread
BECMI
Levels 3–7
32 pages
0

One of the original D&D classics, "The Isle of Dread" is a hex crawl wilderness adventure. It focuses on surviving primitive beasts, dinosaurs, and pirates while uncovering the mystery of the island's inland city, where a great treasure awaits. From the cover: "This module contains maps and background material for the Isle, fifteen new monsters, and suggestions for further adventures. In addition, The Isle of Dread contains a map and background information for a large continent, and eleven smaller maps for encounters on the island itself. In this module, players will push their way through dark jungles and treacherous swamps to discover the lost plateau, and the final secrets of - the Isle of Dread!" TSR 9043

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 DDEX01-13 Pool of Radiance Resurgent
DDEX01-13 Pool of Radiance Resurgent
5th Edition
Levels 5–10
28 pages
0

Vorgansharax rules Phlan, using the Cult of the Dragon to extend his noxious gaze. But the green dragon seeks far more than control of the beleaguered town – ultimate power is nearly within reach. Will he reactivate the Pool of Radiance and ascend to greater prominence amongst his kind? A sequel to DDEX1-10 Tyranny in Phlan and Part Two of Under Emerald Claws.

Cover of Out of the Abyss
Out of the Abyss
5th Edition
Levels 1–15
256 pages
1

The Underdark is a subterranean wonderland, a vast and twisted labyrinth where fear reigns. It is the home of horrific monsters that have never seen the light of day. It is here that the dark elf Gromph Baenre, Archmage of Menzoberranzan, casts a foul spell meant to ignite a magical energy that suffuses the Underdark and tears open portals to the demonic Abyss. What steps through surprises even him, and from that moment on, the insanity that pervades the Underdark escalates and threatens to shake the Forgotten Realms to its foundations. Stop the madness before it consumes you! Note for DMs: This adventure is not for the faint of hearted, to run or to play. The module starts with 10 NPCs traveling with the party through the grueling Underdark. This number can grow. The encounters within the book are often incredibly deadly for the characters that would be going through it. This is because the module expects them to run or talk their way through the events, or, in some cases, the module expects them to lose. If your players aren't the kind of party to run, talk, or surrender, do not get this adventure. The module almost requires that you use milestone leveling because the experience provided does not commonly get players to the levels they should be once they get to certain milestones in the story (7th when they leave the underdark, 15th when they face the demon lords.) Good luck and happy questing.

Cover of H2 The Mines of Bloodstone
H2 The Mines of Bloodstone
AD&D
Levels 15–18
48 pages
0

The most deadly dungeon ever devised! High-level characters brave the unexplored corridors of Deepearth to confront perhaps the most feared adversary in the AD&D game. The second chapter of the Bloodstone Pass saga follows the conclusion of the desperate war against the bandit army. A cold and bitter winter drives the villagers to the edge of starvation, and numerous horrors strike the town of Bloodstone Pass. Join the adventure as the heroes explore the depths of the ancient bloostone mines, now inhabited by fearsome demons. There they hope to uncover the fantastic treasures rumored to exist in the unknown darkness. But deep within the mines, all is not what it seems.... This module uses the new rules from the Dungeoneer's Survival Guide and Wilderness Survival Guide. The adventure also includes optional BATTLESYSTEM scenarios fought entirely underground. These supplementary products are not required to play the adventure, however. TSR 9168

Cover of G2 The Glacial Rift of The Frost Giant Jarl
G2 The Glacial Rift of The Frost Giant Jarl
AD&D
Levels 8–12
8 pages
0

Some dozens of leagues to the north and west of the STEADING OF THE HILL GIANT CHIEF (Module G1 of this series), amidst the tallest mountain peaks, is the stronghold of Grugnur, Lord of Frost Giants. As frost giants have been amongst those who have been in the reaving bands, the party is to deal with them as the hill giants have been dealt with. Death and destruction are to be meted out to the frost giants in the same measure they gave to the peoples below. This module contains background information, referee's notes, two level maps, and exploration matrix keys. It provides a complete module for play of ADVANCED DUNGEONS & DRAGONS, and it can be used alone or as the second of a three-part expedition adventure which also employs DUNGEON MODULE G1 (STEADING OF THE HILL GIANT CHIEF) and DUNGEON MODULE G3 (HALL OF THE FIRE GIANT KING). TSR 9017