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332 adventures found
Cover of ROS6 Realms of Madness and Despair!
ROS6 Realms of Madness and Despair!
AD&D
Levels 10–12
32 pages
0

The final fate of Roslof Keep and the Company of the Ivory Scimitar hangs in the balance. With five levels conquered, the party must finally face the ultimate challenge of the sixth and final floor. Can the stalward adventures overcome the last defense of the Infernal Machine? Will Roslof Keep be freed from the violet corruption? What unforeseen plot twists still await those willing to brave the challenges presented in The Realms of Madness and Despair? This adventure is formatted to both 1E & 5E gaming rules. Also available in PDF.

Cover of Pathfinder Adventure Path #43: The Haunting of Harrowstone (Carrion Crown 1 of 6)
Pathfinder Adventure Path #43: The Haunting of Harrowstone (Carrion Crown 1 of 6)
Pathfinder
Level 1
96 pages
0

When Harrowstone Prison burned to the ground, prisoners, guards, and a host of vicious madmen met a terrifying end. In the years since, the nearby town of Ravengro has shunned the fire-scarred ruins, telling tales of unquiet spirits that wander abandoned cellblocks. But when a mysterious evil disturbs Harrowstone’s tenuous spiritual balance, a ghostly prison riot commences that threatens to consume the nearby village in madness and flames. Can the adventurers discover the secrets of Harrowstone and quell a rebellion of the dead? Or will they be the spirit-prison’s next inmates?

Cover of Curse of Faeriewell
Curse of Faeriewell
5th Edition
Level 5
24 pages
0

"A curse has spread through Darkroot Forest! Plants are attacking people, and the very air seems poisonous once you travel deep within the woods. Your group has decided to investigate this area, and rumors have it that the abandoned town of Faeriewell is where this disease started spreading. Or maybe the people of a nearby settlement asked for your help? or perhaps a noble Lord that just inherited the land hired you to clear out his new forest? This part is really up to you." The Curse of Faeriewell is an adventure for a level 5 party that you can easily drop into a campaign or play as a standalone one-shot. It will last between 3 and 5 hours. It is setting agnostic, but best at home in a Fantasy world. This adventure can serve as an interlude from your main campaign, a sidequest or simply as a one shot.

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 The Lamenting Lighthouse
The Lamenting Lighthouse
5th Edition
Levels 5–10
45 pages
0

The Lamenting Lighthouse is a four-hour adventure for 5th-10th level characters, designed for Dungeons & Dragons 5th Edition, with a nautical theme, heavy undead and horror elements, and mysteries to solve! One lonely lighthouse shines the way through the rocks and shoals that deny entry to the northern Moonshae Isles. But when the party’s transport approaches, a horrific gale at their backs - no light is in sight... The party must venture ahead of their vessel in a race against the storm to the restore the beacon before their ship is lost. What has befallen the keepers, and what dark secret does the lighthouse hold? Will the heroes prevail, or will they join the lighthouse's lament? This adventure can easily be inserted into a run-through of Ghosts of Saltmarsh. This one-shot can also serve as a nautical interlude in any on-going campaign where the characters have to take to the sea. Included with this adventure are: + 6 original custom creatures, the dread wraith, the dread wight, the swarm of seagulls, the captain, the rating, and the sailor + 12 player hand-outs with notes that shed light on the mystery of the lamenting lighthouse, with a randomization mechanic that ensures a degree of replayability + 9 original fleshed out NPCs, including personality traits and roleplaying tips + 2 original magical artifacts + 7 hand-drawn maps of important locations + a story reward and 2 story hooks for continuing the adventure (depending on how the adventure resolves)

Cover of DDEX03-01 Harried in Hillsfar
DDEX03-01 Harried in Hillsfar
5th Edition
Levels 1–2
45 pages
0

In the village of Elventree, near the oppressive city of Hillsfar, a recent string of strange occurrences has the locals on edge. The factions have gathered here on the borders of the forest of Cormanthor to determine what’s happening. Are these the machinations of Hillsfar, or something more?

Cover of The Cursed Chateau (Expanded Edition)
The Cursed Chateau (Expanded Edition)
OSR
88 pages
0

The dead are all mad in this place. Jaume made the most unfortunate mistake of seducing Ysabel and taking her virginity — a sacrilege for which the sentence was death. Enraged upon finding this out, Joudain cleaved Jaume’s head in two with an axe and then raised him from the dead to continue his duties. Not long afterward, Joudain decided that, because the twin footmen no longer “matched,” he had no choice but to inflict the same fate on Miqèl — who now looks exactly like his older brother. Join them. This heavily revised and greatly expanded deluxe edition of The Cursed Chateau is an adventure for use with Lamentations of the Flame Princess Weird Fantasy Role-Playing and other traditional role-playing games. Death is just the beginning.

Cover of Weave of the Dread Mythal
Weave of the Dread Mythal
5th Edition
Levels 1–3
117 pages
0

Weave of the Dread Mythal is a 1st-6th level Dungeons and Dragons 5e campaign that takes players on a journey of peril and intrigue across the Evermoor. Part story driven campaign, part sandbox, this adventure will give you tools to make the Evermoors come to life and a brutal and unique campaign to run within it. Your players will face the ire of hostile factions and their conflicting desires, the excitement and danger of ancient Netherese ruins and artifacts, and inevitably, the undead army of the Weaver, a wicked necromancer obsessed with becoming the new demi-god of undeath. This campaign also includes separate, full-size battlemaps that are made for use with Roll20 and other VTTs.

Cover of The Shattered Circle - Classic Modules Today 5e Conversion
The Shattered Circle - Classic Modules Today 5e Conversion
5th Edition
Levels 1–3
13 pages
0

From time out of mind, the standing stones known as the Circle of Cahervaniel have stood lonely vigil on a grassy hilltop. Sheepherders once moved their flocks over the hill and through the circle, sometimes resting in the cool shadows cast by the ancient stones. Everything changed when a stone finger fell, revealing a fissure in the earth. Now, dark shadows caress the circle after the sun sets. Creatures out of nightmare dance upon the hillside at night. Many swear that a unicorn of deepest ebony now hunts all upon two legs who draw near, while stunted creatures scurry in the shadows, abducting sheep from their sheds and drawing them down below ground for food. After the disappearance of a sheperd, fear grows stronger in neighboring villages. Who will brave the black hollow of the ancient Circle of Cahervaniel? Heroes of stern mettle must descend into the cavity and explore the ancient spaces existing there. Product History "The Shattered Circle" (1999), by Bruce R. Cordell, is a generic adventure for AD&D 2e. It was published in January 1999. Origins: Another Generic. After Wizards of the Coast began publishing D&D, their first year and a half of generic adventures were all classic revivals: returns to RPGA tournaments, to classic adventures, and to Dungeon scenarios. Even "A Paladin in Hell" (1998) was a return in its own way, to the demons and devils that TSR had become afraid of. Wizards was staking out new ground by reclaiming the past. "The Shattered Circle" (1999) was the first generic Wizards adventure that was simply a generic adventure, with no deeper origins and no hidden motives. Artifacts of Note. the foundingstone and the harp Euphonious are both one-off named magic items. However, it's sword Icerazor that's the most interesting. It's said to have grown from a shard of Frostrazor — a sword that would only appear ten months later in Return to White Plume Mountain (1999). There, it's listed as one of Keraptis' four implements of power, alongside Wave, Blackrazor, and Whelm — meaning that Icerazor (and this adventure) are just one step removed from White Plume Mountain itself. Monsters of Note: Chitine. It's somewhat curious, given the Greyhawk and Neverness connections, to note that the chitine debuted in MC11: "Monstrous Compendium Forgotten Realms Appendix" (1991). The spider-humanoids have generally been a Realms creature, featuring in bestiaries and histories for that setting. However, they also received a more generic "Ecology of the Chitine" in Dragon #223 (November 1995), which introduced the choldrith, or chitine priestess. This is their major adventure appearance. When asked about pronouncing their name Cordell says that he "can't be 100% sure of the original designer's pronunciation", but he prefers "KI-TEEN". About the Creators. By 1999, Cordell was one of D&D's most prolific writers. He'd previously authored many slightly related adventures, such as The Gates of Firestorm Peak(1996) and the sahuagin (1997) and illithid (1998) Monstrous Arcana adventure trilogies. This conversion guide allows DMs to run the original module with 5th Edition rules. To use this conversion guide you will need a copy of The Shattered Circle, originally available in hard-copy and now for sale in Digital format at the DMs Guild. This adventure is a generic adventure, not specifically based in any existing setting. Suggestions are given in the conversion guide to place the adventure in the Forgotten Realms.

Cover of Lilishade's Demon Cave
Lilishade's Demon Cave
5th Edition
Levels 1–5
32 pages
0

For the past 5 years this elven village has been plagued by undead creatures of the nearby swampland. The undead are consisted of unlucky elf villagers or travelers who were foolish enough to walk through the swampland. It is unknown how the undead appeared in the swampland in the first place, but it is rumored that a demonic entity has found shelter in a cave inside the dark forest next to the swampland and it is being worshipped by necromancer cultists. This adventure is for parties no larger than 5 characters and no higher than level 5.

Cover of Sundering the Crystal Staff
Sundering the Crystal Staff
5th Edition
Levels 1–7
12 pages
0

Undead minions turn on their master - When the necromancer's staff is broken, a party of undead become self aware. Play as undead and choose to side with your former master, or the paladin order assaulting his tower. Published by Limitless Adventures.

Cover of Sword and Crown
Sword and Crown
AD&D
Levels 3–5
64 pages
0

The Sword and Crown is an event unrivaled in Anuirean politics. Every five years, rulers come from across the land to renew friendships, cement alliances, and provoke their enemies with poisoned words and sharpened swords. Wheels turn within wheels, and plots abound. It's politics as usual in Anuire. Except this conclave is different. Not only is it taking place in your kingdom, but before the festivities can even commence, someone wages an attack on Prince Avan and kidnaps his daughter. And to whom do the regents turn to rescue the princess? The hosts, of course! The PCs must win their way past dangerous bandits and treacherous elves to discover a path through darkest caverns, where the slightest misstep mean death. And only then does the real threat become apparent! This adventure contains a 64-page book crammed with details about the setting, the situation, and the major characters, plus a full-color mapsheet. It is designed for use with the BIRTHRIGHT boxed set. TSR 3102

Cover of Witches of Frostwyck
Witches of Frostwyck
OSR
Levels 1–5
64 pages
0

The ancient world of Harth is dying, but you’re going to die even sooner if you can’t escape from Frostwyck. You’re lost in a frozen forest of deadly predators and mysterious recluses. Your only refuge is the tiny village of Frostwyck, where metal is rare and kindness is rarer. And there are worse things in the shadows than mere bloodthirsty beasts. Witches haunt the groves of the north. Most keep to themselves, content to guard their secrets and powers. But one torments them all. Dama Zhadna has cursed the village so that none can escape. And now you’re trapped here. You’re going to die here... ...unless you can escape from the Witches of Frostwyck. Just a few things players can do: - Escape from a prison barge - Free demon souls from a giant spider-house - Find a charming witch-lord hiding with his pet dragon - Evade a merciless warrior zealot who is hunting them - Discover the ancient secrets of the Elder Fey - Collect the "cunning tools" created by the hedge witches - Collect the eldritch weapons crafted by the ancient elves - Save a little girl made of snow Intense Factions! Will you help the Temple of Virune to eradicate the last of the witches? Will you help the witch-lords retake power over the north? Will you help the Gray Sisters protect the village from the dangers of the forest? Or will you venture underground and help the Elder Fey to escape their prison and take their revenge? Four New Mentors! While in Frostwyck, players can meet many skilled NPCs who might be willing to train a worthy adventurer. If you can complete 3 days of training, you can learn one of 16 skills from either a Hunter, a Fighter, a Priest, or a Witch. New PC Background: The Vulgoth Hedge Witch! In addition to some unusual medicinal gear, select one of 6 creatures of the northern forest as your familiars, as well as one of 6 "cunning" items that you enchanted (and might explode in your face!).

Cover of BF1 Morgansfort: The Western Lands Campaign
BF1 Morgansfort: The Western Lands Campaign
OSR
Level 1
70 pages
1

Morgansfort: The Western Lands Campaign is the first published campaign setting for the Basic Fantasy Role-Playing Game. This module includes a brief description of the Western Lands: A campaign adventure area consisting of the remnants of a once-great empire, a pair of important free cities, and a vast wilderness territory, plus Morgansfort, a detailed "home base" for adventurers set in the western lands. Also included are three adventures designed for a part of new player characters, comprising a total of six dungeon levels: The Olde Island Fortress: a two-level dungeon environment suitable for beginning adventurers, located near Morgansfort. The Nameless Dungeon: a three-level dungeon designed to be a bit more challenging. The Cave of the Unknown: a one-level dungeon filled with strange monsters led by a fearsome master. This campaign module combines: The Western Lands, a briefly sketched campaign area; Morgansfort, a detailed "home base" for an adventuring party; The Old Island Fortress, a two level dungeon suitable for beginning adventurers; The Nameless Dungeon, a tough three level dungeon; and The Cave of the Unknown, a dungeon controlled by an evil magic-user. This campaign module is highly suitable for starting a new group, even a group of new players. Published by basicfantasy.org

Cover of The Godsmouth Heresy
The Godsmouth Heresy
Pathfinder
Level 1
32 pages
1

Deep below the anarchic city of Kaer Maga, someone—or something—has begun stealing corpses from the city’s most prestigious tomb, the Godsmouth Ossuary. Fearing the worst, the clerics of Pharasma in charge of maintaining the crypts quietly call for aid, not wanting to risk their own members in combating whatever horrors may have crept in from the tunnels and hidden chambers of the legendary Undercity. Beneath the infamous crypt lies a temple from an ancient empire devoted to sin, and a former Pharasmin cleric whose weathered his goddess’s wrath to create an army of undead minions, their dead flesh standing ready to support his heretical plans.

Cover of The Blood Vaults of Sister Alkava
The Blood Vaults of Sister Alkava
5th Edition
Levels 5–6
13 pages
0

Nightmare of Blood! The village of Karvolia has paid its annual tribute of blood to the Red Goddess—but this year, none of the donors returned. Now the priestess commands the village elders to send another dozen young men and women to the edifice of stone that looms on the cliffs overlooking the village: the dreaded Blood Vaults. The terrified elders are willing to pay adventurers handsomely to find a way to make this second tribute pass them by. Unfortunately, the latest set of donors has already entered the Blood Vaults, and are being prepared for the donation process…

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 The Emerald Spire Superdungeon
The Emerald Spire Superdungeon
Pathfinder
Levels 1–13
159 pages
0

For ages untold, a gemstone monolith has pierced the heart of the Echo Wood. Now, as civilization intrudes upon this enigmatic splinter, a strange life once again stirs in the depths—one with ties to undying evils and a might beyond time itself. The promise of wealth and power calls to glory-seekers from across the Inner Sea region, tempting them into a labyrinth of monster-haunted vaults, defiled tombs, arcane laboratories, and worse, as they seek to unveil the secrets locked below the legendary Emerald Spire.

Cover of M5 Talons of Night
M5 Talons of Night
BECMI
Levels 20–25
48 pages
0

As the cream of your crop, your party has been selected to act as diplomats on the Isle of Dawn at a historic meeting between Thyatis and Alphatia, timeless rivals. This could herald the dawning of an age of peace, unknown in the area for years past. However, things are not progressing s smoothly as planned. The powers of Entropy, headed by Alphaks, are out to ensure that this peace treaty is not finalized. Two of the diplomats are kidnaped - and you are framed! It's up to you to prove your innocence. This involves traveling to other dimensions, meeting vampiric spirits, and playing deadly games with the Night Spider. Ultimately, you must find and restore the Peaceful Periapt of Pax to its rightful place. Let the games begin. The events of Talons of Night may be played as a sequel to module M3, The Vengeance of Alphaks, or separately. The D&D Master Set Rules are necessary to run this game. TSR 9214

Cover of Dead Ends
Dead Ends
5th Edition
Levels 4–8
25 pages
0

Lowharbor’s residents vanish when they die. A cloud of sour black smoke chokes their corpses and, when it clears, all that remains is a dusting of salt. Something or someone is stealing bodies through magic ritual, and the townsfolk won't stand for it! Send your party into the dank sewers below their feet to root out the necromancer's den of swirling filth! Why should you get this module? Skulking horrors and excitable clerics! Seven brand new monsters, including a low level mythic statblock! New disease rules! A mysterious threat! Six hours of play! Lavish presentation! A fantastic adventure for 5th-level players! Dead Ends is best for 5th-level players. It might be a little tough, but still winnable, for 4th-level, and should be fine for anything up to 8th-level.