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316 adventures found
Cover of Tower of the Pale Lady
Tower of the Pale Lady
5th Edition
Levels 1–4
23 pages
0

"A hundred-year curse caused by a group of adventurers slowly turned a tower and the hills around it into a region touched by the very finger of death, where life is incapable of thriving. As the curse grows in power and reach, on its way lie the town of Beregost, whose population now suffer, sicken and die every day under these nefarious powers. The government and local clerics infrutiferously attempt to remedy the situation, while desperately seeking any who could help them." Tower of the Pale Lady is a 4-hour adventure for a group of 1st-4th level characters. It is set in the town of Beregost, at the southern edge of the Sword Coast, in Faerûn, in Toril, in the Forgotten Realms. However, with little modifications, you can run this adventure in whatever world you wish. This adventure includes NPCs related to the story and to the Forgotten Realms, which might bring your players to other different plots as they play through. New ways of using old spells and items, presented as introduction to reinforce creative possibilities throughout play.

Cover of The Graveyard Shift
The Graveyard Shift
5th Edition
Level 1
22 pages
0

The city of Stonewood has seen a number of strange disturbances of late: grave robbings, disappearances, and recently a spate of murders. Adair Wyatt, a local merchant, has asked you to help him find his missing brother Dayton. His last known whereabouts? Stonewood's necropolis, where he works as a gravedigger... The Graveyard Shift is the first in the Adventure on Tap series. The adventure centers on the city of Stonewood but can easily be transferred to any medium or large settlement as long as there is a graveyard nearby and access to a local forest. The adventure was designed to have an equal balance of combat, exploration, puzzle, and role-playing encounters.

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 The Keep at Koralgesh
The Keep at Koralgesh
BECMI
Levels 1–3
22 pages
0

Buried in fire, but hardly dead. Only the Keep survived the destruction of Koralgesh, but few adventurers will survive the terrors that now stalk the lost Keep's halls. Players hear rumours of the Keep at Koralgesh and then traverse it to acquire the treasure within. Pgs. 45-64

Cover of The Ruins of Nol-Daer
The Ruins of Nol-Daer
AD&D
Levels 5–8
16 pages
0

Abandoned and forgotten ruins never are. He left the Abyss to visit his human mother, not realizing he was a century too late. Still, there was a lot he had left to do... An ancient castle, Nol-Daer, has of late become the site of frequent strange occurrences. Gargoyles and Blood Hawks roost in the keep's ruined towers, Dwarves have been disappearing from the nearby area, and a Cambion controls it all from the shadows. Pgs. 3-17 & 64

Cover of Hags of Red Rocks
Hags of Red Rocks
5th Edition
Levels 4–9
8 pages
0

A short adventure meant to be inserted into Storm Kings Thunder set on the small island group known as Red Rocks along the Sword Coast. The adventure faces the players of against a coven of hag sisters who have been threatening the region for some time. Hags of the Red Rocks is a encounter and mini-dungeon meant to be dropped into the D&D Adventures League Season 5 - Storm King's Thunder, but can easily be an evenings play for any group travelling along a treacherous coastline.

Cover of DDEX01-04 Dues for the Dead
DDEX01-04 Dues for the Dead
5th Edition
Levels 1–4
25 pages
0

For years, the Most Solemn Order of the Silent Shroud has tended the dead at Valinghen graveyard, providing them a peaceful eternal rest. Now, that rest has been disturbed by a necromancer seeking out a key to re-activate the Pool of Radiance.

Cover of After the Storm
After the Storm
AD&D
Levels 8–10
12 pages
0

The strangest things wash up on the beach sometimes. The inhabitants of the Acitoff coastline are accustomed to storms, but last week the largest hurricane ever recorded swiftly struck a 60-mile stretch of coastline. The first day after the hurricane, mysterious bodies started floating to surface. They bore the symbol of the feared pirate, Jaggertooth Grin! Now it is up to the adventurers to locate the pirate ship and claim the treasure. The adventurers will have to fight the creatures of the deep in this primarily underwater adventure. Pgs. 3-14

Cover of Dungeon of the Fire Opal
Dungeon of the Fire Opal
3rd Edition
Level 3
19 pages
0

Was it destiny or something worse that destroyed the Order of the Opal Fist? A dungeon crawl designed for four 3rd level characters. The original article has a sidebar for scaling the adventure up or down. Pgs. 106-124

Cover of B10 Night's Dark Terror
B10 Night's Dark Terror
BECMI
Levels 2–4
64 pages
0

Special Basic/Expert Transition Module Barely one day's march from Kelven, the uncharted tracts of the Dymrak forest conceal horrors enough to freeze the blood of civilized folk. Those who have ventured there tell how death comes quick to the unwary - for the woods at night are far worse than any dungeon. But you are adventurers, veterans of many battles, and the call of the wild is strong. Will you answer the call, or are you afraid of the dark terrors of the night? The campaign adventure is for characters just beginning Expert play (levels 2-4) and hurls them into the exciting outdoor world which awaits in the Expert rulebook. With a 64 page booklet, 2 double-panel covers, a double-sided, fold-out mapsheet and 120 die-cut counters, this super module provides all you need for epic wilderness and dungeon adventuring. Journey across the Grand Duchy of Karameikos in a desperate race against time and the forces of evil. This adventure is for use with the Dungeons & Dragons Expert Set, which continues and expands the D&D Basic Rules. This adventure cannot be played without the D&D Basic and Expert rules produced by TSR inc. TSR 9149

Cover of Pathfinder Society Scenario #7: Among the Living
Pathfinder Society Scenario #7: Among the Living
3.5 Edition
Levels 1–7
20 pages
0

Famed Pathfinder Bodriggan Wuthers disappeared from his dig site beneath the House of the Immortal Son in Taldor's gilded capital of Oppara. Once a grand temple to Aroden, the Immortal Son is now Oppara's most opulent theater. Sent to locate Wuthers, the Pathfinders must attend an opera with members of the Oppara elite in order to gain access to the secretive theater's dig site. When a cult crashes the performance and the nobility change into hideous walking dead, the Pathfinders are forced to choose between finding Wuthers or saving themselves.

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 RQ1 Night of the Walking Dead
RQ1 Night of the Walking Dead
AD&D
Levels 1–3
32 pages
0

In a rain-soaked graveyard, a small group of men stands round a coffin bound with heavy chains. "We are here to mourn the passing of Jean de Cardeau," intones the village priest. " Let us pray that his rest is eternal, and that he never returns." As the pallbearers lift the coffin, something scrapes on the wood from inside. Quickly and without emotion, the attendants slide the casket into a crypt. Then they seal the door and flee. Behind them, unheard, a dull thudding begins, growing louder with the onset of twilight. There can be no peace for those who linger in the earthly realm after death. And there can be no sanctuary on the Night of the Walking Dead! Set in a zombie-infested swampland, "Night of the Walking Dead" is an ideal first-time Ravenloft adventure. Players must unravel the mystery behind a string of murders and disappearances in a village plagued by ambulant undead—and all is not as simple as it seems! The hour of fear is upon us. Are you ready to face the Demiplane of Dread? TSR 9352

Cover of The Demonplague Part 1: The Frozen Necromancer
The Demonplague Part 1: The Frozen Necromancer
5th Edition
Levels 1–4
162 pages
0

The Frozen Necromancer is a three-part adventure for Fifth Edition that takes player characters from levels 1 to 4. This adventure is the first in a storyline of four modules called The Demonplague that can be used as an entire campaign that takes characters from level 1 to 20. The entire adventure (or just pieces, characters, or encounters from The Frozen Necromancer) can be dropped into any fantasy setting with minimal changes

Cover of Shadowed Keep on the Borderlands
Shadowed Keep on the Borderlands
Pathfinder
Levels 1–2
97 pages
0

A ruined monument to folly and ego, the Shadowed Keep stands atop an isolated bluff deep in a mist-wreathed forest. Sacked by marauding goblins decades ago the place was thought abandoned, but shadows now creep among the forest's great boles and footprints have appeared on the single, overgrown track leading to the keep. Travellers have begun to disappear with alarming regularity from the nearby road and the local folk fear some slumbering evil has claimed the ruin as its own. Dare you brave the terrors of the Shadowed Keep to crush that which lurks within or will darkness shroud the surrounding lands? Designed to be easily inserted into a GM's home campaign, Shadowed Keep on the Borderlands is an excellent starting locale to test the mettle of neophyte adventurers. Shadowed Keep on the Borderlands is designed for the medium advancement track. 1st-level PCs completing all the challenges of the place can expect to reach 3rd-level by the time they have exhausted all the keep has to offer.

Cover of Last Will and Testament
Last Will and Testament
4th Edition
Level 11
6 pages
0

There was no greater scholar, explorer, or collector of antiquities in the area than Hallomak Stromm. The enigmatic Stromm recently passed away, and the PCs have received personal invitations to appear at the public reading of his will. Pgs. 72-77

Cover of Ad Nauseum
Ad Nauseum
5th Edition
Levels 5–9
40 pages
0

A town in Falkovnia finds itself stuck in a time loop that repeats the final hour before it is overtaken by a legion of undead. Only the PCs and a mysterious crone are able to remember the events of each cycle. The heroes must find a way to prevent the destruction of the town and stop the cycle of death!

Cover of Crypt of the Everflame
Crypt of the Everflame
Pathfinder
Level 1
32 pages
0

The young heroes of the town of Kassen are ready for their coming-of-age ceremony, an old tradition in which they retrieve a piece of the eternal flame burning in the tomb of the town's founder. Yet when they arrive there, they find only the corpses of their fellow townsfolk, dead bandits, and mysterious animated skeletons. The novice heroes must brave the traps and perils of the Crypt of the Everflame, discover the source of the corruption that has awakened an ancient evil, and defeat a menace that seeks vengeance against Kassen and its people. Part One of Price of Immortality.

Cover of WS2.5 The Ruins of Alaxar
WS2.5 The Ruins of Alaxar
AD&D
Levels 3–5
8 pages
0

The Ruins of Alaxar is a companion adventure made to go along with the events unfolding in Folio #15 (WS2 The Forgotten Plateau). It contains the information needed to run a side adventure that will help characters in their exploration of the Sacred Plateau. Smoke still rises from the ruinds of the once mighty citadel of the Corsairs of Uthoria. Now, amid the ruins, the characters find that a deadly force still lurks, and they must end it if they are to find the new location of their quest's last hurdle, the Necrotic Pearl! This adventure is formatted to both 1E & 5E gaming rules.

Cover of The Call of Seedooloo
The Call of Seedooloo
5th Edition
Levels 12–14
17 pages
0

No-one knows why, but many of the villagers of Greenmist have been going insane. Not only that, but something has caused the surrounding environment to transform into fetid swamps. Heroes from far and wide have gone into the swamps to destroy the source of the madness, but none have returned. The truth is that the psychic whispers of an aboleth have invaded the minds of Greenmist's people. The creature called Seedooloo has been using forbidden magic, mad science, and the strange ability of his kuo-toan worshipers to grant himself the power to drive the surface world to insanity. The Call of Seedooloo includes monsters found in Mordenkainen's Tome of Foes.