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144 adventures found
Cover of A Light in the Belfry
A Light in the Belfry
AD&D
Levels 6–8
32 pages
0

A light in the Belfry is the first RAVENLOFT adventure to feature an Interactive Audio CD. As player explore Morgorth's dreadfilled manor, they will actually hear the lamentations of tortured spirits, the clash of swords and thunderous roar of magic. With almost 100 tracks of dialogue, sound effects and mood music, TSR's Interactive Audio CD Adventures add a new dimension to the horror of Ravenloft. TSR 9494

Cover of Rise of the Drow
Rise of the Drow
5th Edition
Levels 1–15
552 pages
0

If absolute power corrupts absolutely, Matron Maelora best beware; her plans for total domination of the Underworld are already close to satisfactory completion, while attacks on the Upperworld have become increasingly successful. The other power-hungry drow families of Holoth may despise her but they know a true leader when they see one, and House Gullion has been revealed as the family to lead them all on the path to glory. With the entire Underworld in chaos and the Spider Goddess regularly communing with her chosen Matron, far greater dreams than mere regional conquest are within the grasp of the drow, as Maelora prepares her grand dark elf army for victory! With other mystical allies standing firm with the Matron, other Underworld races beneath her heel or cowering behind fortified walls, and every drow ready to play their part when she gives the word, what could possibly stop her from achieving her final triumph and fulfilling her destiny? But even the greatest of plans has a flaw if you look hard enough, and a party of stout heart and strong resolve can make a difference. At first, such a party may well believe it is on a smaller adventure, perhaps to win a few baubles or some small acclaim by rescuing a few kidnapped villagers. Soon, however, those adventurers will realise that much more is at stake, and that they are the ones who will need to make moves against the evil Matron Maelora and her increasing dominance if both the entire Underworld and Upperworld are to be saved. But how will they go about it? Can they ensure their own success when an entire city is standing against them? Only they have the chance to halt the Rise of the Drow! Published by AAW Games.

Cover of ALQ6 Cities of Bone
ALQ6 Cities of Bone
AD&D
Levels 1–10
96 pages
0

On moonlit nights in the Land of Fate, many adventurers hear the call of long-forgotten cities rich with burial treasure. But is it bravery to breach the tombs of Zakhara's ancients and risk the ire of vengeful spirits, or is it greed? Fate knows the answer and will guide all to their destinies in the Cities of Bone! Shifting sands conceal much from the eyes of man. Winds howling across the rolling dunes peel back the veil of time to reveal aeonic ruins or crumbling tombs, long preserved by a shroud of sand. Wrecked and forbidding, monoliths command attention in many unpredictable locales. The remnants of antique civilizations litter the Land of Fate, where time-ravaged towers and decaying shrines hide in the arid wastes. I am but a humble efreeti, a creature of fire and spirit, but what little I know of theses places of danger and mystery I pass on to you, O' Master of Dungeons Unfathomable. Inside this enchanted box lies my gift to you: an Adventure Book holding six plots of deception and many creatures of intrigue with which to challenge and entertain the players under your care; six cards and a poster, all inscribed with carefully drawn maps; and a short booklet detailing new characters to encounter. This Campaign Guide lying open before you contains background needed to lead the adventures in the official Land of Fate. TSR 9467

Cover of The Palace of Plenty
The Palace of Plenty
3.5 Edition
Levels 8–12
25 pages
0

The fair Yayosei were the children of an ancient tribe of benign river spirits, until they tried to preserve their paradise by trapping the power of the Void Dragon. Their home was indeed preserved, but at a terrible cost. Today, the descendants of the Yayosei have degenerated into beasts, but what remains trapped within the Palace of Plenty is much worse. An Oriental Adventures scenario for 10th-level characters.

Cover of City of the Dead
City of the Dead
5th Edition
Levels 3–5
20 pages
0

City of the Dead A 4th Level adventure for 4-6 players A strange thief wandered into Waterdeep and stole from the wrong person. Now, he has died of “natural causes” on his visit to the City of Splendors. Having no known friends or relatives, he was hastily buried, along with his possessions, at Waterdeep’s Cemetery (The City of the Dead) in The Road’s End Tomb. While the PCs are dining in the taproom at The Dripping Dagger Inn, they are approached by a stranger who claims that the unknown man had stolen a necklace from his employer, and he needs the adventures to reclaim it. Unfortunately, the thief’s fresh corpse has been pilfered by a dire evil with unknown motives. What starts off as a simple recovery mission, turns into a fight for survival in the City of the Dead. The Adventurers must solve the mystery and destroy the evil that lurks beneath the cemetery, if they are to succeed in their quest and escape with their lives!

Cover of Pathfinder Adventure Path #31: Stolen Land (Kingmaker 1 of 6)
Pathfinder Adventure Path #31: Stolen Land (Kingmaker 1 of 6)
Pathfinder
Level 1
100 pages
0

A Pathfinder Roleplaying Game adventure for 1st-level characters, this volume of Pathfinder Adventure Path kicks off the highly anticipated Kingmaker Adventure Path, in which the heroes win and defend a small kingdom from threats foreign and domestic. PCs should advance to 4th level by the end of this adventure. This volume also includes a gazetteer of Brevoy and extensive rules for exploring, taming, and holding wildlands in preparation for founding a new nation. The Pathfinder Bestiary section introduces five all-new monsters perfect for Kingmaker adventuring. James L. Sutter brings a lighter side to the Pathfinder Adventure Path with the first installment of a new fiction arc for the Pathfinder's Journal. The adventure begins with the PCs, each bearing a charter from the Lord Mayor of Restov granting license to explore and map the section of the Stolen Lands known as the Greenbelt, arriving at a small, remote trading post at the southern edge of rural Rostland. There, the PCs help defend the post from bandits before setting out to survey the wilderness.The rate at which the PCs explore the Greenbelt, and the paths they take, are up to them—many wonders and dangers await discovery, and as their explorations take them deeper into the Narlmarches and the Kamelands, the PCs begin to learn that the bandits in the region are far more organized than anyone thought—and find that they even have a leader, a mysterious figure called the “Stag Lord.” If allowed to continue building his army of bandits, the Stag Lord could well become a great danger to Rostland—that, and the reward on his head for his capture or death, should be all the new adventurers need to spur them onward.

Cover of Tomb of Horrors (super-adventure)
Tomb of Horrors (super-adventure)
4th Edition
Levels 8–22
160 pages
0

In the aftermath of AD&D Second Edition's "Return to the Tomb of Horrors," the demilich Acererak was thought destroyed. In truth, his spirit lingered and now after eons he schemes once more to achieve divinity. The characters must travel to three extraplanar dungeons, in addition to the remains of the original Tomb, in order to stop this from coming to pass.

Cover of I7 Baltron's Beacon
I7 Baltron's Beacon
AD&D
Levels 4–8
32 pages
0

A strangely delivered advertisement has led you to a sage named Demetrios. He needs a rare component to complete a desperately needed potion. The journey to retrieve it will take you through a large, unexplored swamp to a ruined keep, the former headquarters of a vile cult that once claimed the lives of many innocent youths. You cautiously accept the mission... To solve the mysteries of "Baltron's Beacon," the characters must excel in handling wilderness, building ruins, traps, puzzles, and new monsters. This adventure, originally designed for tournament use, is now available for your own campaign. TSR 9152

Cover of Grimmsgate
Grimmsgate
OSR
Levels 1–3
23 pages
0

Deep in the wooded wilderness, the village of Grimmsgate is an outpost town on a seldom-traveled trail, right at the edge of nowhere. The village’s half-ruined temple of Law, dilapidated inn, drunken blacksmith, exiled trader and a few fur-trappers are enough to keep the bloody-minded denizens of the dark forest at bay, but nobody really expects the village to still be there in another ten years. The woods have become too dangerous for the trappers who once caught animals for fur, and merchants no longer travel the poorly-maintained road. What great evil and what fabulous treasures are to be found in these lands? A brave band of adventurers might make their fortunes here. Or perhaps they might never return… Grimmsgate is an introductory adventure for the Swords & Wizardry tabletop roleplaying game. The Swords & Wizardry rules are needed to play this adventure.

Cover of Dark Legacy of Evard
Dark Legacy of Evard
4th Edition
Levels 1–3
63 pages
0

Many years ago, Evard came to Duponde to destroy his rival Vontarin, a powerful wizard who lived in a manor at the edge of town. The two mages met near the walls of the abbey of St. Avarthil and dueled all night long with black spells, laying the old monastery in ruins with their magic. In the morning, the surviving friars found Evard dead in the wreckage and buried him in the town’s graveyard. Vontarin was never seen again. Now, almost fifty years after his death, Evard’s final curse is about to descend on the town and everyone within it. Also available in Dungeon Magazine #219 Pgs. 30-90

Cover of Treasure of Talon Pass
Treasure of Talon Pass
4th Edition
Levels 2–3
30 pages
0

In Treasure of Talon Pass, the player characters explore an ancient mountain garrison in search of a jade chalice reputed to be worth a small fortune. But the path to the jade chalice isn’t easy. A dragon and its kobold minions have taken up residence in the garrison, and some undead soldiers from long ago still haunt its halls as well. Nor are the PCs the only ones seeking the jade chalice. A band of orc mercenaries known as the Nightfists are after the chalice . . . and they arrived at the dungeon only minutes before the PCs

Cover of UK6 All That Glitters...
UK6 All That Glitters...
AD&D
Levels 5–7
32 pages
0

Jungle, tomb rading style adventure that sets the group to a new locale, with it's own eco systems and cultures. Exploration adventure, with glint of gold as a catalyst. The adventurers accidently find a map, which leads them to this unknown land. "Can you unravel the map's mysteries and find your way to the promised treasure? Or will your dreams end only in death and an unmarked grave far from home! Only the bravest characters of levels 3-5 will live to discover that all that glitters is not gold, but much, much more!" TSR 9126

Cover of Pathfinder Adventure Path #86: Lords of Rust (Iron Gods 2 of 6)
Pathfinder Adventure Path #86: Lords of Rust (Iron Gods 2 of 6)
Pathfinder
Level 4
96 pages
0

The heroes of the town of Torch follow a trail of clues to the sprawling junkyard known as Scrapwall, where bands of desperate and violent brigands vie for control of the technological remnants found within. The Lords of Rust dominate Scrapwall, and their swiftly rising power threatens more than just the town of Torch, for this gang has the support of one of the terrifying Gods of Numeria. What slumbers fitfully beneath the wreckage of Scrapwall could catapult the Lords of Rust into a new level of power if they're not stopped!

Vault of the Wyrm Prince
4th Edition
Level 1
38 pages
0

When the fires smoldered in the belly of an ancient red dragon tyrant, and his thirst had been slaked by the blood of countless innocents, the old wyrm made a deal with a succubus to spawn him a son and ensure his name would live forever. The demon held true, though she imbued the wyrmling with her own infernal blood. Those who fear and serve the abominable spawn of this pact know him as the Wyrm Prince. Cast into the abyss centuries ago by the legendary Three- River Paladin, the Wyrm Prince licked his wounds and recovered his strength. The Three-River Paladin has passed into legend, and the Wyrm Prince has resurfaced, his vengeance awakened along with his hunger. The Wyrm Prince sacked the high city Zhaldanis, slaying its people and claiming the greatest gift from the gods — the Soulstone. At this late hour, you must venture into the catacombs of the Wyrm Prince before the Soulstone loses its power and all mortal souls are damned.

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 Pathfinder Adventure Path #44: Trial of the Beast (Carrion Crown 2 of 6)
Pathfinder Adventure Path #44: Trial of the Beast (Carrion Crown 2 of 6)
Pathfinder
Level 4
100 pages
0

Evil Stitched to Evil The rampaging abomination known as the Beast of Lepidstadt has been captured! Yet rather than destroy the monster for its countless murders and untold crimes, the city council demands the creature receive a fair trial. Upon traveling to Lepidstadt, the adventurers find themselves caught up in the anger and investigations surrounding the Beast’s judgment. Soon it’s up to them to discover whether the legendary monster is truly a killer or merely the instrument of some greater evil—and either way, whether it’s too dangerous to be allowed to survive. This volume of Pathfinder Adventure Path continues the Carrion Crown Adventure Path and includes: • “Trial of the Beast,” a Pathfinder RPG adventure for 4th-level characters, by Richard Pett. • An investigation into the secret society called the Esoteric Order of the Palatine Eye, by Brandon Hodge. • Revelations on the faith of Pharasma, goddess of birth, death, and fate, by Sean K Reynolds. • Terror upon terror for Laurel Cylphra in the Pathfinder’s Journal, by F. Wesley Schneider. • Four exciting and deadly new monsters, by Rob McCreary, Patrick Renie, and Sean K Reynolds.

Cover of D&D Encounters Season 4 - March of the Phantom Brigade
D&D Encounters Season 4 - March of the Phantom Brigade
4th Edition
Level 1
55 pages
0

What begins as a simple expedition to settle a new village in the ruins of the mysterious Castle Inverness sets off a chain of events that could threaten every living being from Winterhaven to Hammerfast. Not everyone in the Nentir Vale is happy to see civilization brought to Inverness, particularly the ghost of Salazar Vladistone, who commands the spectral legion called the Phantom Brigade. "March of the Phantom Brigade" is an adventure designed for season 4 of the Dungeons & Dragons Encounters official play program. It includes the information the Dungeon Master needs to run the adventure, thirteen ready-to-play encounters (each intended for one session of play), and full-color foldout battle maps depicting the various encounter locations.

Cover of A Dead Man’s Party
A Dead Man’s Party
3rd Edition
Levels 4–6
28 pages
0

A mad necromancer imprisoned in a sanitarium has died. Now he has come back as a powerful undead wizard. His lunacy was only increased by his death and he has turned all the other inmates into his undead servants. Now the sanitarium is under his control. A traveling group of adventures must put a stop to the necromancer before his evil madness spreads.

Cover of DSR4 Valley of Dust and Fire
DSR4 Valley of Dust and Fire
AD&D
96 pages
0

For thousands of years a great and terrible secret has lain hidden in the depths of the Sea of Silt. In the heart of this vast dust basin, an endless storm of ash and shrieking wind guards the deadliest concentration of evil and power found on the dying world of Athas - The Valley of Dust and Fire Valley of Dust and Fire more than doubles the known portions of the world of Athas. Intrepid explorers will discover new wonders and perils within the deadly Sea of Silt, from the beautiful island of Shault to the savage Mountains of the Sun. New rules for traveling the dust basin and surviving its many dangers are included. With luck and determination, a skillful and well-prepared party just might pass through the Great Ash Storm and enter the Valley of Silt and Fire. But this realm of shattered badlands and awful monsters is so deadly that only one man has ever reached the valley and returned to tell the tale. TSR 2413

Cover of Uzaglu of the Underdark
Uzaglu of the Underdark
AD&D
Levels 5–10
4 pages
0

"The module takes place in a large cavern that is part of an extensive underground cave network. It can be used as a side-trek encounter in the Undermountain or Night Below campaign." -- from the adventure. Includes a small keyed map of the cavern.