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482 adventures found
Cover of Forging Darkness
Forging Darkness
3.5 Edition
Levels 2–4
31 pages
0

A Scavenger Hunt? The adventure begins in the city-state of Zoa as the wizard Geolain tasks the player characters with a quest to gather three ingredients they will use to forge a magic coin to defeat an evil wizard. Which will be more dangerous to collect, the mysterious diamond touched by death, the blood of a devil spilled by a coward or a blue dragon's breath? As the player characters race around Reanaaria Bay ti find the rare items, their nemesis Daresh the wizard begins to grow in strength and wrest power from the Skryvalkkers of the Lands of Skaarna. Will the player characters find the ingredients and enchant the coin in time? They just might be Skaarna's only hope. Published by Kenzer & Company

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

Frozen Sick
5th Edition
Level 1
15 pages
0

Something is killing people in Palebank Village, and if the party does not stop it they could be next.

Cover of Into Wonderland
Into Wonderland
5th Edition
Levels 8–14
240 pages
0

Into Wonderland is a book detailing an adventure in the Feywild, a setting for Dungeons and Dragons 5th Edition. This book provides player options, encounters, variant rules, and a campaign of expeditions into the unknown centred around the city of Endercoast that has been spirited away from the Material Plane. To survive, you'll need to balance the needs of the displaced city with the mercurial whims of four powerful archfey. What's Included? - Endercoast, a city plucked from its roots and replanted in the Feywild - Quirks of the Feywild, including four powerful archfey, a guide for creating new archfey, rules for travel using emotional truth instead of maps, chaotic seasonal and magical effects, pranks, consequences for getting lost, and 14 weird stops along the way - New races - New subclasses - New backgrounds - New feats - New spells - Fantastical questlines taking a party through the courts of the archfey and on magical journeys inspired by the fairy tales of the Brothers Grimm - A whole heap of chaotic encounters with strange fey creatures - Dozens of new monsters, including 8 ancient beasts, 3 dangerous plants, 4 extremely powerful archfey, a bunch of NPCs based on the new subclasses of the book, creepy new fey like the darkwood stalker and the time vulture, a powerful hag, and more

Cover of The House of the Brothers
The House of the Brothers
AD&D
Levels 6–10
6 pages
0

Old fog giants never die - they just slowly fade away. The House of the Brothers is an AD&D® game scenario for 3-6 characters of levels 6-10. Parties composed of less-experienced players should have higher levels, while seasoned players may be able to handle this adventure with lower-level characters. This scenario is designed to fit into the WORLD OF GREYHAWK™ Fantasy Setting. It takes place in hex M5-127 on the WORLD OF GREYHAWK boxed-set maps, three hexes north of Loftwick in The Yeomanry, on the border of the Jotens mountain range. If desired, this encounter may be used to expand a campaign using the supermodule GDQ 1-7 Queen of the Spiders, or it may stand alone. Of course, the scenario can be easily adjusted to fit into nearly any campaign world. The entire adventure may be dropped into a single evening's play. Pgs. 26-31

Hall of the Snake God
4th Edition
Levels 10–12
6 pages
0

A short 2-combat side trek: After confronting an ettin and its pet owlbear, the PCs descend into an ancient ruin holding a portal to another plane, protected by a naga, an eidilon and a sea of serpents.

Cover of The Hive (BoL)
The Hive (BoL)
5th Edition
Level 6
4 pages
0

"The Hive" is a spawn of Arbeyach lair, also featuring giant termites and termite swarms, for five 6th-level characters. This adventure can be finished in one session. Several mounds in the Forsaken Hills are the dens of voracious termites that have added flesh to their diet to supplement dwindling wood supplies. At night, swarms of termites hunt and devour prey. They swarm over victims in wooden carts and wagons, and bring the dismantled wood back to their mounds. Three spawn of Arbeyach, searching for a location to summon Ia'Affrat, Arbeyach's herald, discovered a mound filled with particularity nasty termites and used their vermin empathy to gain acceptance. They dug out a cavern beneath the mound, and now use the termites to protect themselves and gather food while they complete a difficult ritual involving dozens of sacrifices. The final sacrifice is prepared and the spawn are finishing their ritual when the party arrives.

Cover of Castles Forlorn
Castles Forlorn
AD&D
Levels 4–6
192 pages
0

Time Is Meaningless in Castle Tristenoira Forlorn has long remained hidden in the shadows of notorious Barovia and Kartakass, yet the tiniest domain in the lands of the core is nearly as old as Ravenloft itself. This land is sick with evil, a twisted mockery of the place it once was. It is filled with creatures of despair who were drawn into the demiplane of dread.... Within Castle Tristenoira lies oblivion. The crumbling keep slips in and out of time, carrying its unwary explorers across the centuries, where they may be abandoned to the cold winds of eternity - and to the ghosts in the castle! Spirits both innocent and guilty haunt the timeless passages, whispering tales of murder and vengeance. Escape is for the lucky...or the hopelessly mad. The Castles Forlorn adventure set provides the DUNGEON MASTER with a rich and complex domain in which to set a campaign of any size and duration. It includes a 96-page sourcebook, The Weeping Land, which reveals the complete history of the domain and the strange and terrible lord who rules over it. Descriptions of the living and dead who call this lonely land home abound, as do details of the forbidding Tristenoira castle, where adventures may spend an evening or an age. After learning Forlorn's history of sorrow, the DM can lead player characters into Melancholy Meetings, a 32-page collection of encounters that provide adventure in every corner of the domain. Finally, only Eve of Sorrows remains, which is a 32-page assortment of mysteries and nightmares within the castle itself. This deluxe boxed adventure set completes the portrait of Forlorn with a highly detailed, double-sided poster map of the castle, a poster map of the domain, and a special wall poster created by award-winning artist Robh Ruppel - all in full color. Includes 2 adventures: Eve of Sorrows Melancholy Meetings TSR 1088

Cover of Bloody Mad
Bloody Mad
5th Edition
Level 5
30 pages
0

The sleepy little town of Scharokhova has gone from dreary to depressing and dangerous. Shortly after a strange man in a hooded cloak came to town one evening, visiting the posh manor home of the local noble family, the Petrovas, a fog descended upon the valley where the town lies. What’s more, all manners of beasts, from rats to bats to wolves, are attacking the townsfolk, or destroying their supplies. And that fog! Anyone that tries to leave escape the town through the fog finds their mind too addled to make it through. And those that made it the furthest were set upon by beasts, beasts that seemed to try to keep the villagers from leaving town. Now, the townsfolk’s only hope rests with a group of outsiders who made it to the village through the mist, and now find themselves stuck in town, just like the residents have been. Eliminate the beasts threatening the townsfolk! Explore Petrova Manor and discover the secret that has caused this curse to descend upon Scharokhova! Finally, free the town from the grip of evil, and perhaps even bring Gorak, the last of the Petrova line, back from darkness into the light!

Cover of The Lost Portal
The Lost Portal
5th Edition
Levels 1–5
20 pages
0

The Tranquil foothills of the Sword Mountains are quickly plunged into chaos, as a series of earthquakes spread their way through the region. Adding to this danger, bands of vicious, flesh-eating monstrosities have clawed out of the shattered earth, attacking travellers and local residents. Rumours of wealth and riches have drawn the adventurers to the area; little do they know that it is not gold and jewels these monsters protect, but a volatile portal into the Underdark with a disturbing secret.

Cover of Against the Barrow King
Against the Barrow King
3rd Edition
Levels 3–5
15 pages
0

"The first raid on our village happened a little over 3 months ago. We awoke in the morning to discover that the Cooper family's house at the edge of town had been sacked in the entire family was missing," croaks Obed, the village elder. "We mounted a search party, but found no trace of them." The old man lifts his gaze to the west woods. "After the third such attack, we sent a messenger to seek aid from one of the larger towns nearby. He never returned." He turns back to face your party and continues, "We had no idea who or what was attacking our village... Until last week. Creatures in black robes drifted out of the woods to the west and began setting houses on fire. Then, they seized four of our bravest men and carried them, screaming, into the mists." Obed throws his mug of ale into the fire, suddenly angry, "The only creature capable of this evil is the Barrow King, who lives in the burial mounds to the west. But I swear, we have done nothing to focus his anger upon us, nothing!" Warily, the elder stands, leaning heavily on his walking stick. Slowly, he lifts it, pointing at each one of you in turn. "If it is the Barrow King, God help us!"

Cover of The Dreaded Tunnels of Ruxabar
The Dreaded Tunnels of Ruxabar
5th Edition
Levels 8–9
34 pages
0

The Dread tunnels of Ruxbar were created by a cult of a lesser evil deity of the giant pantheon, known as Jargain to serve as a planar gate in hope of bringing chaos and destruction to the natural order of the world and power to the one who would control the gate. Ruxabar was the high cultist who completed the ritual but to his surprise nothing of what he expected came through the gate. Plague creatures, toxic gases and vapors, diseases of all kinds and decay lay quick waste to him and his cult. For some time the gate remained open and the settlements nearby were afflicted with diseases never seen before. The nearby town of Stagwood was quickly abandoned due to the plague. Rumor has it that the gods have weakened the gate and the cult has been destroyed. The remaining villages that managed to somewhat resist the plague are now hiring brave adventurers to venture into the tunnels and close the planar gate for good! Are you capable enough of surviving the horrors that reside in the Dreaded Tunnels of Ruxabar? Published by Mistfactor Press

DK1 - Mysteries of Daern Kelton
AD&D
Levels 1–4
18 pages
0

This Digital Quarterly is built around a series of four micro-dungeons that can be used as an introduction to The Roslof Keep Campaign for characters just starting out. These dungeons should allow for a small group of players to not only become familiar with each other but also gain a level before taking up the banner of the Ivory Scimitar and entering Mithelvarn’s Labyrinth. As Roslof Keep is built around characters being asked to take up the Ivory Scimitar banner, it makes sense that they wouldn’t be completely ‘green’ and also might have gotten a bit of a reputation within Daern Kelton and Roslof Keep as trusted adventurers who are looking to help out the locals. This reputation can be used to bring The Folio: Digital Quarterly #6 the characters into the sights of House Aldenmier and, therefore, push characters into the campaign on a more realistic basis. It should also be noted that beginning Dungeon Level 1 with a level of experience is something that will be invaluable to the party and the early stages of the campaign. This adventure is formatted to both 1E & 5E gaming rules.

Cover of Dungeon Crawl Classics #82.5: Dragora’s Dungeon
Dungeon Crawl Classics #82.5: Dragora’s Dungeon
Dungeon Crawl Classics RPG
Level 1
28 pages
0

Eons past the fabled sorcerer-kings of Parhok perished in a rain of eldritch fire. But legends hold that one tribe survived the apocalypse, fleeing with their slaves to a hidden city, where the greatest enchanters of all time could sleep away the centuries, and awaken in a future age as rulers of a ruined land. Now once more the forbidden spells of the Parhok threaten the good folk of the Known Realms. A kingdom lies ensorcelled, a royal family ensnared by the forgotten dweomers of a long-dead race. When the best attempts of seers and diviners have failed, it falls to the heroes to save the kingdom. Have the sorcerer-kings risen to reclaim their bejeweled thrones? Or has a more sinister power bent their ancient magics to its sinister will? Only the most courageous and cunning of heroes will emerge victorious from Dragora’s Dungeon.

Cover of The Brazen Bull
The Brazen Bull
OSR
Levels 1–2
14 pages
0

In "The Brazen Bull," whilst traversing one of the seedier neighbourhoods of Khromarium, your party are solicited by a greasy-haired Pict. He offers to sell you a sheaf of magical lotus that allows one to see the future or to brew potions that empower the imbiber with sorcery. He beckons you to follow Jeffrhim into a dilapidated building ...

Cover of Operation Unfathomable
Operation Unfathomable
OSR
Level 1
108 pages
0

Part megadungeon, part underground expedition, Operation Unfathomable serves as both a one-shot adventure and a campaign framework. PCs are (optionally) drafted at swordpoint to recover the Nul Rod, a priceless artifact that was recently lost in a local prince's foolhardy attempt to destroy the Chaos Gods of the Underworld. The PCs have been drafted as an expendable set of pawns to venture into the vast and bewildering Underworld and retrieve the Nul Rod. With the Underworld's innumerable beasties being on high alert after the prince's expedition, the PCs must sneak through the incredibly dangerous Underworld. Fighting is not as important as stealth, fast-talking, and running away rapidly. This is the expansion from Sholtis's original Operation Unfathomable, released in Knockspell #5 (2011).

Cover of Galateya's Will
Galateya's Will
5th Edition
Levels 10–12
7 pages
0

For over a decade, the necromancer Malion has hidden in the wilderness, creating golems infused with spirits of the dead in his obsessive search for perfect beauty. At long last, he produced a doll that he knew it to be his final masterpiece, and, knowing there was no mortal soul pure enough to complete his work, Malion prayed to the goddess of love to bring his statue to life. Against all odds, his blasphemous prayer was heard, and the furious goddess sent her servant to bring Malion to justice.

Cover of Eye to Eye
Eye to Eye
AD&D
Levels 8–12
68 pages
0

Deep below the surface lies an ancient beholder city called Ilth K'hinax. In times past, hundreds of beholders called it home - until simmering rivalries within their society exploded into warfare. The few survivors fled, leaving the city deserted for hundreds of years. However, the story of Ilth K'hinax's glory was passed down from one generation of beholders to the next. Now, after countless years of self-imposed exile, the beholders are back! After securing the city, the hive mother of Ilth K'hinax implemented a plan to wipe out all the beings living above it. Unfortunately for the beholders, several facets of the hive mother's plan have been revealed through the exploits of a party of adventurers. Now, this group of heroes must meet eye to eye with Ilth K'hinax's newest occupants in an effort to stop the hive mother's pernicious plan! "Eye to Eye" is the last of three adventures featuring the nightmarish beholder. It can be played as an individual mission or as part of the series that began with "Eye of Pain" and continued in "Eye of Doom." TSR 9536

Fait Accompli
3.5 Edition
Level 12
14 pages
0

The white dragon Hinterbite has kept the barony of Icenvale ruler-less and poor for centuries. But now his power and that of his secret supporters is threatened by the popularity of an heir who hopes to make a change for the betterment of the people. Can the PCs take on the dragon and his minions and restore power to the barony's rightful ruling line? Download this new adventure by Owen K.C. Stephens and let your PCs face the dangers of the dragon lair! Fait Accompli is suitable for 12th-level characters. At its most basic level of use, Fate Accompli is a straightforward quest to clear a dungeon and slay some dragons in an arctic climate. However, it also includes political elements that you may either may play down or use to expand the scenario into a mini-campaign, as you wish. Fait Accompli is a short adventure for four 12th-level characters. It is set in the wilderness north of a minor border barony that has at best an arms-length relationship with any larger nation. Though the adventure requires all these elements to work, it can be set on the outer edge of any kingdom near an arctic region. As always, feel free to adapt the material presented here as you see fit to make it work with your campaign.

Cover of Hunt for the Hallowed
Hunt for the Hallowed
5th Edition
Levels 5–6
17 pages
0

The Nobriskovs are a proud and pious noble family beset by troubles they wish to keep quiet. When their angelic daughter is abducted by duergar slavers, the player characters are asked to surreptitiously rescue her from her captors. However, the distinction between predator and prey blurs as they discover the noble scion's secret. What's included? 1 hair-raising adventure divided into single-page sections for easy running 3 fully-colored maps with unlabeled versions for players (made with assets from 2-minute Tabletop) 4 statblock variations for cursed creatures in addition to detailed mechanics on implementing a more virulent strain of lycanthropy 6+ ending permutations based on what the player characters do and how they do them Content Warnings: Violence, death, abduction, slavery, horror