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64 adventures found
Cover of Bad Moon Rising
Bad Moon Rising
5th Edition
Levels 4–6
13 pages
0

"A legend has circulated through the Barony of Loup-Montagne for hundreds of years concerning the order of inheritance for the title of baron. The legend holds that if the title is passed to someone who is not the eldest heir, the spirits of the forest will lash out against the people of the barony." Players will find themselves investigating a mystery in the small, superstitious town of Roulune. "As is normal in a gothic horror tale, the true situation in Roulune is different from what it seems. Figuring out the real story and the real connections between people will be key to the player characters’ success in this adventure." "This adventure is meant for characters of levels 4 to 6. The default setting is the Barony of Loup-Montagne, but any remote, heavily wooded principality with highly superstitious residents will do."

Cover of N5 Under Illefarn
N5 Under Illefarn
AD&D
Levels 1–3
32 pages
1

Daggerford is fairly quiet for a frontier town. Sure, lizard men raid the local baron's holding now and then, orcs sneak out of the Misty Forest to raid caravans on the Trade Way, and Lady Bronwyn has a few suitors who are a touch too passionate, but there's nothing going on that a member of the renowned Daggerford militia can't handle. Except that the Shining River has turned green, and cattle are dying. Except that the Elf King of Laughing Hollow, a place where no human dares go without fearing for his life, is asking the militia for help. Except that strange substances are oozing from the fissures caused by a recent earthquake. Except that the earthquake also has opened an entrance in the cliffs around the Laughing Hollow that might lead to the fabled dwarf mines of Illefarn. Suddenly, being a militiaman isn't quite as easy as it used to be. TSR 9212

Cover of Gifts for Him
Gifts for Him
5th Edition
Levels 1–3
25 pages
0

Gifts for Him is a short, challenging, open-ended, gothic-horror, 5E-compatible Christmas adventure for tier 1 characters to be run in about three sessions, but it can be easily adapted as a one-shot. It contains over 25 pages with original artwork, three original battle maps, three unique monsters, stat blocks for five NPCs, three magic items, and a partridge in a pear tree. ----- The village of Bargrave has a secret. Every year, on Christmas Eve, the villagers cower in their homes while a savage beast prowls the streets, wreaking bloody doom on whomever has not left it a suitable gift on their doorstep. But Elias Buhl has had enough. This year, the old farmer won’t be buying the beast a gift, hoping instead to bait it into attacking him at his homestead, where he will trap and kill it once and for all. But he can’t do it alone. Buhl has hired a band of adventures to help him fortify his home, set traps, and slay the creature. They have three days to prepare, gather allies and equipment, and plan their defense. Or… They can dig a little deeper and uncover what Bargrave has been hiding all these years. Will they slay the beast, as agreed? Might they capture it to use it for their own ends? Can it be redeemed? Or will they die — their blood melting the snow — just the latest victims of the creature’s reign of terror? --- Gifts for Him is a complete, playtested, illustrated adventure that is currently pay what you want.

Cover of Castle Dracula - a 5e Castlevania-style adventure
Castle Dracula - a 5e Castlevania-style adventure
5th Edition
Levels 3–5
122 pages
0

Dracula, the Lord of Shadow and Darkness, has covered the land in shadow and dispatched armies of monsters and undead from his magical castle. His armies threaten to overrun major cities and plunge the world into a literal Dark Age. The last of the vampire-hunting clan that traditionally opposed him has disappeared, and still the armies advance. He must be stopped. If that's not enough motivation, it is well-known that his castle is full of magical items and great riches... but also great danger. If you've ever wanted D&D and Castlevania to meet, look no further. This adventure is exactly what you wanted. Every area of the castle poses different and unique challenges to keep the party engaged and on their toes. Written for the DM as a ready-to-run adventure, it is designed for four to six characters. The adventure starts at level 3 at the outer defenses of the castle, and ends with the party advancing to level 13 after defeating Dracula in an epic battle. The adventure includes documentation to help even a new DM succed, including suggestions for how to run each of the area "boss" monsters in combat. There are approximately 50 new enemies and over 3 dozen new magical items. It also comes with a list of suggested music for many areas of the castle, and a 25-page campaign log recounting an actual tabletop play-through of this adventure from the DM's perspective.

Cover of Battle for Carrion Vale
Battle for Carrion Vale
OSR
Levels 3–7
39 pages
0

This morning, the forces of Law and Chaos clashed at Castle Yennagor. The battle raged all day, but as darkness fell, a cataclysmic explosion destroyed most of the castle and leveled both armies. Now, as night claims the vale, flickers of life return. Survivors make camp, flee the field, or continue the fight. Scavengers creep over the dead. And one question remains unanswered: what happened inside the castle? This is a dark sandbox adventure. Players take the role of battlefield survivors. They can choose which side they are on (or neither), and they can choose their goal, such as to escape the field with their lives, to plunder the dead, or to reach the castle and finish the mission. ADVENTURE TYPE: Mid Level / Combat / Diplomancy / Battlefield / War / Dark Fantasy / Factions DESIGN NOTES This adventure is intended for mid-level characters around Level 6-7 Players navigate a battlefield full of competing factions and gruesome situations 30 unique encounter locations 70+ original magic items 30+ original monsters One map and multiple illustrations Estimated play time: 1-4 sessions (4-16 hours)

Cover of Voyage of the Crimpshrine
Voyage of the Crimpshrine
AD&D
Levels 3–5
10 pages
0

Up the river "Just sit right back, and you'll hear a tale, a tale of a fateful trip..." Pgs. 58-67

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 Castle Dracula II:  Dracula's Curse
Castle Dracula II: Dracula's Curse
5th Edition
Levels 2–3
140 pages
0

It's a horrible time to have a curse! Each wielding a powerful item to a family legacy, your players are a group of young adventurers who barely survive an attack on their order of vampire-hunters by agents of Dracula. After escaping, they discover Dracula has placed a curse upon the land which makes restful sleep difficult outside of hallowed areas. Dracula, "alive" on another plane but dead on this one, must be resurrected so they can kill him, end the curse, and avenge their dead. To accomplish this goal, the player characters must journey through forest, marsh, hill, and underground paths to retrieve relics of Dracula's last life from keeps and fortresses overrun by monsters and the undead. If they can resurrect him, he will be weak and easy to kill... but the adventurers aren't the only ones who want Dracula on the Material Plane, and Dracula is not the only vampire in the world. Gameplay overview This adventure takes the players from 2nd through 9th or 10th level on a milestone basis as they choose where to travel in what order to retrieve what they need. Starting at a happy gathering at the Belmonte Order, which the characters are hereditary members of, the campaign kicks off with a bang as the group retrieves their chosen legacy items, salvages what other gear they can in a race against time and a growing number of foes, and then escapes to begin their quest. In addition to the six main "dungeons," there are two optional regional lairs, traveling vampires, and many foes along the way. Most of the towns in the area have managed to survive, providing points of light at which the party may stop, long rest safely, acquire supplies, and socialize. Travel is hazardous! 5e classes are balanced for resource management across a 5-8 encounter adventuring day. The campaign is designed to have a semi-variable flow of encounters as the party traels around the area. Encounters grow progressively more difficult as time passes and the party spends more time within a region. These are not random encounters rolled on a table, but encounters designed to be unique to each area's geography, combat terrain, and mix of foes. As the party spends more time in a region or revisits it, the encounter difficulty increases. Dracula's curse requires a Constitution saving throw to successfully long rest outside of Hallowed areas (towns). The difficulty scales up over time, forcing the party to balance speed and safety as they try to accomplish their goals without pushing beyond the limits of what they can handle. The game concept, general map layout, and some enemy distributions are loosely inspired by Castlevania II for the NES, one of the forerunners of the "Metroidvania" genre. Dracula's Curse is indeed a game in which the forests are dark and full of monsters, and every night is a horrible one to have a curse. Includes 15 Legacy items, from weapons like whips and swords to a shield, a belt, or a decanter of holy water 60+ enemy statblocks 8 unique dungeons with unique layouts & challenges 5 inhabited towns with multiple named NPCs 100+ travel encounters (expect to use 30-50%) The module is printer-friendly with no artwork and straightforward grid maps for location-based encounters which require one.

Cover of Vecna: Eve of Ruin: Phandelver Werewolves vs. Vampires
Vecna: Eve of Ruin: Phandelver Werewolves vs. Vampires
5th Edition
Levels 4–8
23 pages
0

This is the "Vecna: Eve of Ruin" + "Phandelver and Below: The Shattered Obelisk" crossover you didn't know you've been waiting for. As dusk settles over the village of Phandalin, a palpable sense of unease grips the villagers. Rumors spread that a hilltop keep has inexplicably materialized on the outskirts of town, and worse yet, the sun fails to rise come morning. Unbeknownst to the townsfolk, a powerful cult of Vecna-worshipping vampires has arrived, and the only hope Phandalin has is a ragtag pack of werewolves and a few brave heroes ready to make their mark on the world. While this adventure can be run as a standalone module, it can also seamlessly serve as a prequel to "Vecna: Eve of Ruin" or as a side quest for "Phandelver and Below: The Shattered Obelisk." This module can also serve as a sequel to "Phandalin Werewolves: Beasts of Her Moon" which is exclusively available over at the dmsguild. Designed for 4-6 players with an average party level ranging anywhere from 4 to 7, this adventure aims to create a backstory of bad blood between the cult of Vecna and the PCs. It includes a monster folio, tokens, as well as maps from the esteemed Tessa Create Maps, Dyson Logos, and Elven Tower.

Cover of Palace of the Vampire Queen
Palace of the Vampire Queen
BECMI
24 pages
0

Dungeon Masters Kit - Number 1 Palace of the Vampire Queen For three centuries the peasants of the Dwarvish island of Baylor have feared the raids of the Vampire Queen and her minions. Sweeping down at night from the palace in the shrowded peaks of the island, they range even further in their search for blood. And not only blood - the children of dwarf peasants often disappear if they are so unfortunate as to be out at night. Even the cities are no longer safe. The most recent victim was the Princess of Baylor, daughter of King Arman, who was taken in a midnight raid on the capitol city of At Toe within past weeks. King Arman has offered fabulous riches and land holdings with titles to the person or persons who can brave the stronghold of the Vampire Queen and return his daughter to him alive and well. But, in truth, he holds little hope. For even King Arman, Ruler of Baylor, Defeater of the Ten Orc Tribes, is afraid in his heart to face the Vampire Queen. Published by Wee Warriors, Distributed by TSR

Cover of Blood of Malar
Blood of Malar
3.5 Edition
Level 13
16 pages
0

Seductive vampires, hungry werewolves, sinister drug dealers, trouble in the sewers, and an undead beholder? Just another day in Waterdeep! The first adventure in the Vampires of Waterdeep Campaign Arc. Pgs. 62-77

Cover of Survival of the Fittest
Survival of the Fittest
OSR
Level 1
8 pages
0

An adventure for starting characters When vicious bandits waylay a caravan bound for an outpost on the edge of civilization, the player characters are the only survivors, trapped and lost in a hostile wilderness. If they would live to see another day, they must learn to work together and discover the people they might one day become. This adventure is designed for a group of starting characters and is especially suited to new players. Published by Schwalb Entertainment.

Cover of Dark Lantern
Dark Lantern
4th Edition
Levels 6–8
38 pages
0

An agent of the King’s Dark Lanterns has stolen a cache of gold from the Brelish exchequer. Hunt him down, retrieve the gold, and thwart whatever else the rogue agent is plotting. Pgs. 28-65

Cover of DDA1 Arena of Thyatis
DDA1 Arena of Thyatis
BECMI
Levels 2–3
32 pages
0

It's party time in Thyatis... And simply everyone is going to the magnificent Villa Osteropolus, home of the wealthy old senator, Helenites. Raucous fun, exotic food, and even advanced betting on the upcoming Arena games are expected. Even adventurers just in from the outlands may meet the powerful here. So don your festive togas, for in Thyatis City there are important connections to be made and deeds to be done, duels to be fought and fame to be won. (But beware, oh Adventurer! The politics of Thyatis can be as labyrinthine as mazes beneath the Coliseum...) This module is designed especially for the DM who wants to sharpen his interactive skills. Presenting the detailed layout of a Thyatian noble's mansion and maps of the multi-level Coliseum of Thyatis. Four four to six characters, levels 2-3 Brief guide to Thyatis legal system New optional class, the Rake Fast unarmed combat system, including disarming attacks Special appendix on creating Thyatian names Featuring the DM's Guide to Winging It TSR 9284

Cover of Shadowbrook Manor
Shadowbrook Manor
OSR
Levels 1–3
13 pages
0

Once a powerful proponent of Law, the Archmage Tazimack the Red was eventually driven mad by a fear of mortality. As he slipped into insanity his retirement home began to reflect the chaotic bent of his mind. Long after Tazimack’s unnaturally animated body has disintegrated, his manor house remains as a shadow cast by a twisted intellect. Can the characters bring order to this chaos?

Cover of I6 Ravenloft
I6 Ravenloft
AD&D
Levels 5–7
32 pages
0

Under raging stormclouds, a lone figure stands silhouetted against the ancient walls of castle Ravenloft. Count Strahd von Zarovich stares down a sheer cliff at the village below. A cold, bitter wind spins dead leaves around him, billowing his cape in the darkness. Lightning splits the clouds overhead, casting stark white light across him. Strahd turns to the sky, revealing the angular muscles of his face and hands. He has a look of power - and of madness. His once-handsome face is contorted by a tragedy darker than the night itself. Rumbling thunder pounds the castle spires. The wind's howling increases as Strahd turns his gaze back to the village. Fas below, yet not beyond his keen eyesight, a party of adventurers has just entered his domain. Strahd's face forms a twisted smile as his dark plan unfolds. He knew they were coming, and he knows why they came, all according to his plan. He, the master of Ravenloft, will attend to them. Another lightning flash rips through the darkness, its thunder echoing through the castle's towers. But Strahd is gone. Only the howling of the wind - or perhaps a lone wolf - fills the midnight air. The master of Ravenloft is having guests for dinner. And you are invited. TSR 9075

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 Orbital Vampire City
Orbital Vampire City
OSR
Levels 3–7
75 pages
0

Far out in the void, an ancient city of vampires endures. Welcome to Araveshti, a city of a thousand towers floating safely in the shadow of the world, glittering with starlight, thrumming with ancient magics, and crawling with vicious immortals. Will you seek to destroy these bloodthirsty aristocrats? Or will you help them pursue their bizarre alchemical experiments in immortality? Or will you simply seek a way to escape their twisted and crumbling paradise? Within these ancient towers, adventurers will find vampire lords and servants, zealots and goliaths, as well as werewolves, mycotic zombies, victims of strange experimentation, fanatical holy knights, tragic vampire hunters in black, shipwrecked dreamers, castaway aliens, metal angels, eldritch horrors, star dragons, and (of course) the vampires' giant dragon-killing mecha suit... This is a dark sandbox. Players will explore a vast city of undead people and monsters in outer space, full of homages to classic horror and science fiction films and literature. ADVENTURE TYPE: Mid Level / Combat / Exploration / Dark Fantasy / Fantasy City / Gothic Horror DESIGN NOTES This adventure is intended for mid-level characters around Level 5-10 Players explore a large vampire city in space, encounter numerous NPCs and monsters, and engage with diverse factions to destroy, conquer, or escape from the city 40+ unique encounter locations, plus countless randomly generated locations 100+ original magic items 40+ original monsters One city map Estimated play time: 1-8 sessions (4-32 hours)

Cover of Green Bones
Green Bones
3.5 Edition
Levels 15–16
6 pages
0

In this Adventure, the heroes explore the lair of an adult green dragon who has become a dracolich. She is served by living and undead minions and slaves. Pages 302-307

Cover of The Ooze That Ate The Moon
The Ooze That Ate The Moon
5th Edition
Levels 9–10
74 pages
0

The moon is turning green. A colossal tide of green slime has begun to engulf it, threatening to dissolve it entirely. As it does so, a tide of demonic madness begins to engulf the lands below. As the green shadow flows across the night sky, the world turns mad. The source? An insane cult of plasmoids dedicated to Juiblex, the demon lord of oozes and slimes. Soon the moon may be gone, the first part of a mad plan to dissolve the multiverse into the primordial slime of the Abyss. If only some heroes could appear before it’s too late... The Ooze That Ate The Moon is 5th-edition Dungeons & Dragons adventure based on the Spelljammer campaign setting. It is an investigative high-orbit pulp thriller paired with the wacky zaniness of Spelljammer, and every playthrough is likely to be different. It is designed for four 9th or 10th level characters and to be run in 3 to 6 three-hour sessions, or 2 to 3 longer sessions. It can be run as multi-session one shot or as part of an ongoing campaign. It fits perfectly after the events of Light of Xaryxis, but is written so as to be easily incorporated into any non-Spelljammer campaign. It requires the 5th Edition Spelljammer boxed set to run. Gameplay is based around investigation and roleplaying, with a good smattering of combat in the later acts. The climax of the adventure presents the players with a problem that has no clear solution. They’ll have to use all their wits and resources to overcome it, but can they do so in time?