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1111 adventures found
Cover of G1-2-3 Against The Giants
G1-2-3 Against The Giants
AD&D
Levels 8–12
32 pages
0

This material was originally published as three separate adventures: G1 (STEADING OF THE HILL GIANT CHIEF), G2 (THE GLACIAL RIFT OF THE FROST GIANT JARL), and G3 (HALL OF THE FIRE GIANT KING). Contained herein are referee notes, background information, maps, and exploration keys for three complete adventures using the ADVANCED DUNGEONS & DRAGONS rules. This module can be used alone or as the first in a series of adventures that includes Dungeon Modules D1-2 (DESCENT INTO THE DEPTHS OF THE EARTH), D3 (VAULT OF THE DROW), and Q1 (QUEEN OF THE DEMONWEB PITS). TSR 9058

Cover of Citadel of the Raven
Citadel of the Raven
5th Edition
Level 3
166 pages
0

5e Solo Gamebooks presents Citadel of the Raven, the third in our series of solo adventures. Citadel of the Raven is the sequel to Tyrant of Zhentil Keep, but is also playable as a standalone solo adventure. The first solo adventure in this series is titled The Death Knight’s Squire. At 589 entries, you can expect a lot of variety from this solo quest. There are several main paths your character could take, and numerous encounters and options on those paths (including short sub-threads designed for specific classes), making the number of possible adventures practically endless. Add to that the characteristics of your class, and the numerous variegated combat encounters, and it’s safe to say that no two run-throughs of Citadel of the Raven will be the same.

Cover of Temple of Draxion
Temple of Draxion
3rd Edition
Levels 1–3
4 pages
0

The Temple of Draxion is an adventure with 2-3 encounters that uses clever tactics, trickery, and good defensive positions to make low-level monsters challenging. The defenders in the encounter try to deceive the PCs; groups willing to accept anything the DM says at face value will horribly misjudge the actual level of danger they are in. The adventure is set in a partially-collapsed dungeon that was once a temple to Erythnul, but is now the headquarters of a pair of aspiring bandits, and their kobold employees. Pgs. 12-15

Cover of Wolpertinger, Wererat - Well!
Wolpertinger, Wererat - Well!
5th Edition
Levels 1–4
28 pages
0

Wolpertinger, Wererat - Well! is a two-hour adventure for 1st-4th level characters, designed for Dungeons & Dragons 5th Edition, with an urban theme, exploration, humor, and a small mystery to solve! Waterdeep, the City of Splendors, is brimming with exciting opportunities for adventurers - seemingly at every corner, backstabbing between rival guilds, intrigues among the noble houses, and treasures in forgotten places beckon. But today, a little girl is in trouble and needs the help of our heros in rescuing her pet "bunny"! This adventure is an unapologetically linear dungeon crawl – short, straight-forward, and to the point. It follows the three-pillar principle: combat, exploration, social interaction. The idea is to spice up the classic formula with varied challenges that result in a short, entertaining session. This makes this an excellent adventure for beginner players and DMs! Detailed support is provided for the DM in the form of roleplay advice for six completely fleshed out original NPCs, advice on the three pillars in each scene, and scenic sensory descriptions for every scene to make the adventure come to life. Included with this adventure are: + an original custom monster, the wolpertinger + six original fleshed out NPCs, including personality traits and roleplaying tips + 20 original (but mostly useless) magic items + six original diseases + one original trap + a complete original hand-drawn dungeon map covering the entire adventure

Cover of A1-Crypt of the Sunlord
A1-Crypt of the Sunlord
5th Edition
Level 1
? pages
0

The adventurers travel across Serpent Lake with a group of Rybalkan soldiers. The group camps for the night adjacent to the ruins of Ka’Teek. As they sleep a goblin steals a precious keepsake from one of the PCs and disappears into the ruins. The party pursues and finds themselves confronting undead guardians of the Sun Lord while avoiding dangerous traps. Will the PCs find the goblin and retrieve their precious keepsake or stumble upon something much more sinister?

Cover of SQ3 - Hatadage Cult
SQ3 - Hatadage Cult
5th Edition
Levels 1–3
17 pages
0

SQ3 – Hatadage Cult takes a group of initial adventurers on their first challenge. This short adventure allows a group of new or low level PCs hear news of a kidnapping from a nearby thorp. Role playing will be key to learning more about the disappearance before heading into the hills near some old ruins. This is the site of a group of cultists that have kidnapped the young woman and mean to use her in a sacrifice!

Cover of Tomb of Annihilation
Tomb of Annihilation
5th Edition
Levels 1–11
256 pages
0

Dare to defy death in this adventure for the world’s greatest roleplaying game. The talk of the streets and taverns has all been about the so-called death curse: a wasting disease afflicting everyone who’s ever been raised from the dead. Victims grow thinner and weaker each day, slowly but steadily sliding toward the death they once denied. When they finally succumb, they can’t be raised—and neither can anyone else, regardless of whether they’ve ever received that miracle in the past. Temples and scholars of divine magic are at a loss to explain a curse that has affected the entire region, and possibly the entire world. The cause is a necromantic artifact called the Soulmonger, which is located somewhere in Chult, a mysterious peninsula far to the south, ringed with mountains and choked with rainforests.

Cover of The Feystone Shards
The Feystone Shards
5th Edition
Levels 5–8
39 pages
0

The Feystone Shards is an adventure for characters from levels 5-8, optimized for 4-6 player characters. This moderate length campaign should have 20+ hours of gaming, all focused around the Forgotten realms area of Red Larch. The Heroes are tasked to find five fragments of a shattered Orb, once worshipped by a faction of Elves. The search will take the party to a haunted Citadel, as they seek the scattered remnants of the Feystone. From a city of Stone Golems, to an alchemist's underground lair - the players will face obstacles and enemies that will challenge their very resolve. The Heroes will need to discover the secrets of the bauble's fey magic, finding the lost Elvin city where the Orb was once worshiped as a God. Join in the hunt for the Feystone Shards, and see if your characters are ready to transcend common Heroes...and become Legends.

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 Wyvernseeker Rock
Wyvernseeker Rock
OSR
Levels 2–5
6 pages
0

A Gritty OSR Fantasy Setting by Travis Legge The mortal lands are divided. A dozen kingdoms lie scattered across the world, separated by dangerous wilds filled with bandits and monsters. The bravest mortals act as adventurers, guiding travelers between the kingdoms, killing monsters to thin their numbers, and plundering ruins in search of the lost treasures of the golden age. This is the world of Odysseys & Overlords! The party are traveling west through the Untamed Gauntlet, on their way to somewhere else and using a stream to guide their steps. They step out from under the eaves of the forest to spy looming before them a cliff, a tall wall of stone which stretches away to either side as far as they can see. A waterfall cascades onto sharp rocks into a pool from which pours the stream they were following. The sheer cliff is easily 100 feet high, and too wet and slick to climb safely, though it can be tried. Atop the cliff is a bare stone hill which looks like it was at one time worked by intelligent hands; a look-out post of sorts has been carved into its southernmost peak. The map says it’s called “Wyvernseeker Rock,” but it doesn’t say why. The hill appears deserted. A long age ago, beyond mortal memory, a forgotten people built a watching post and refuge atop and within Wyvernseeker Rock. A hundred years ago, an adventurer named Olaf Wyvernseeker claimed the Rock for his own and set out with companions to clear the lands thereabouts. They were never heard from again. The upper chambers of the Rock are a convenient lair for a Giant Rhadogessa and its spider servants. Still, it’s got to be safer than climbing the cliff. Right? Published by Aegis Studios

Cover of The Silence of Evil
The Silence of Evil
4th Edition
Level 29
6 pages
0

Centuries ago, a green dragon terrorized the civilized lands near its lair. As the beast grew in power, countless cult followers gathered. With the help of its worshipers, the dragon transformed into a runescribed dracolich. The dragon and its cult grew larger and more powerful over the centuries. This, of course, led to war with the surrounding nations. After terrible battles and much loss, the cultists were slaughtered and the dragon destroyed, but its phylactery could not be found. The beast reformed, gathered cultists anew, and again was defeated. The phylactery still could not be found. This time, the powers of civilization decided not to destroy the beast, but to trap it, locking it away and setting various guards. Recently, a divination ritual performed by someone the PCs respect revealed that great peril will arise if a creature lairing in Mount Sorrowspire (the dracolich) is not destroyed. Pgs. 180-185

Cover of Of Conks & Cons
Of Conks & Cons
5th Edition
Levels 1–3
6 pages
0

A magical conk is stolen and planted by an unsuspecting pawn. The tree which grows from this 'tato threatens the whole village of Hempholme and the characters have to take matters into their own hands. There are a number of threats to deal with and number 3 will shock you!

Cover of The Monsters of Enfri Asylum
The Monsters of Enfri Asylum
5th Edition
Levels 1–3
64 pages
0

Where have the staff gone? Why do the doors not lead where they should? What dark experiments were performed here? And what has become of the asylum’s enigmatic owner? During a routine train ride, the characters are halted by a powerful force within Enfri Asylum. Haunted by murderous doctors, revolutionary patients, and creatures beyond description, the characters must venture into the old hospital and put an end to the madness to reach their destination. The Monsters of Enfri Asylum is a 8 to 12 hour horror adventure for 1st to 5th-level characters.

Cover of Eye for an Eye
Eye for an Eye
3rd Edition
Level 3
25 pages
0

A Villain with a Vison A stolen jewel leads to the heart of the swamp, where one man’s thirst for vengeance threatens to destroy an entire town. Pgs. 68-92

Cover of I9 Day of Al'Akbar
I9 Day of Al'Akbar
AD&D
Levels 8–10
40 pages
0

The land of Arir - a once peaceful desert country, dotted with oases, teeming with caravans - fell into the hand of infidels. The ruler, the dearly loved Sultan Amhara, was killed in the battle for the capital city of Khaibar. He left behind one of the greatest treasure stores ever amassed - jewels and coins, more than anyone had ever seen before or since - and in addition, the Cup and Talisman of Al'Akbar. A deadly plague sweeps your land. The holy men say that if only they had the Talisman, they could create cures for this dread disease. Many adventurers have tries and failed to find the Cup and Talisman. Now it is your turn. Find these treasures, and save your people! The journey is exciting, but treacherous. Do not be distracted by exotic sights and sounds, the strange foods. You must avoid being discovered by Al'Farzikh and his brigands, as you infiltrate the palace. Be wary - what is most beautiful may be most deadly, and what seems useless may be priceless. TSR 9178

Cover of The Incandescent Grottoes
The Incandescent Grottoes
OSR
Levels 1–2
48 pages
0

A bubbling stream cascades into a hole in the earth, leading to a series of underground watercourses and scintillating grottoes. Adventurers who delve within may discover odd mosses and fungi, a ruined temple complex, and the lair of a crystal-eating dream dragon.

Cover of Star Crossed Curses
Star Crossed Curses
5th Edition
Levels 4–6
25 pages
0

A D&D 5e adventure set inside Shakespeares’ Romeo& Juliette. Enter Verona and Investigate what caused the Capulet mansion to sink underground and become a cursed hellscape Play as your characters or use the pre-generated characters (including Mercutio the tiefling warlock, Rosalind the elven wizard, Balthasar the halfling rogue, and more). You don’t need to know Shakespeares’ Romeo and Juliette to enjoy this dungeon dive but it helps :-) This product includes: The Adventure Printer-friendly character sheets A high Res map for VTT

Cover of Modrons, Mephits & Mayhem!
Modrons, Mephits & Mayhem!
5th Edition
Levels 5–8
70 pages
0

Modrons, Mephits & Mayhem is a Dungeons & Dragons 5E tier 2 adventure for three to five characters of levels 5-8. It is primarily set in a modron-designed research facility that has been abandoned by its creators but retains guardians that are still active. Additionally, two groups have broken into the facility with their own goals in mind; the githyanki and their red dragon cohort are antagonistic and provide the main source of combat in this adventure, while a modron traveling with a few mephits may prove friendly although ultimately troublesome. Inspired by adventure games in which the protagonists explore baroque, esoteric technological fortresses, and seeded throughout with factions that sport competing and often bizarre goals, Modrons, Mephits & Mayhem is sure to test the mettle of any group of players, and will provide endless amusement for Dungeon Masters seeking something different from the typical hack-and-slash dungeon crawl. This 70-page adventure features: *Two wilderness areas, random wilderness encounters, and a massive, interlinking 3-level dungeon filled with bizarre puzzles. *Ancient machinery powered by elemental portals, all of which can be activated, turned off, or manipulated by the player characters and the various factions within the modron facility. *Planar creatures like githzerai and githyanki, modrons, mephits, and elemental guardians, skillfully placed into the High Moor area of the Forgotten Realms setting. *Monsters and NPCs that have detailed (yet easy to run!) personalities and goals that will provide tons of roleplaying opportunities. *Notes and sidebars on running the NPCs with added complexity, or simplifying the NPCs' motives to make the adventure more straightforward. *Tactics notes for every single encounter! *An appendix that features all monster stat blocks, and both tagged (DM) and untagged (Player) versions of the dungeon maps. *Wilderness hex map by Elven Tower Cartography! Three interlinked dungeon levels by Dyson Logos...and one of them is a flying fortress! Cover art by Patrick E. Pullen!

Cover of Trial by Fire
Trial by Fire
AD&D
Level 1
30 pages
0

An introductory adventure for AD&D. Discover the secret fortress! See if your character can survive the Trail by Fire! Use your own characters, or use the fully equipped characters that are provided. Also contains maps of the fortress and a detailed wandering monster table. Exploration into an underground military base, now occupied by monsters.

Cover of DDAL-DRWEP-02 Wings of Death
DDAL-DRWEP-02 Wings of Death
5th Edition
Levels 17–20
74 pages
0

A Dreams of the Red Wizards Epic The treachery and master plan of Thay are at last revealed—and heroes are needed for a final assault to prevent the return of one of Faerûn’s greatest evils! Part Five of the Storm King’s Descent series of adventures. A Four-Hour Epic for 11th- through 16th-Level Characters and 17th- through 20th-Level Characters. Optimized For: APL 13 and 18 This adventure also includes rules for single-table play. Content warnings include: cold weather hazards, possession, and slavery