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1115 adventures found
Cover of A Gallop through the Wizard's Tower
A Gallop through the Wizard's Tower
5th Edition
Level 6
26 pages
0

A quick-paced exploration of the magic tower, home to the great Solomon, the Master Conjurer, an expert in fiendology. Adventurers have to find Control Orbs to disable the tower's security system before it destroys them, and discover the secrets of the tower in the process. Their progress will be ushered by a seemingly helpful entity with nefarious intent - Zarloxar, the blue Abishai. The success of adventurers could also finally spell freedom to the fiend... or not if players, under stress, will realize the trickery in time. Part of "Detailed Encounter" series - each "Detailed Encounter" - features new monsters with unique stat blocks, new magic items, a custom battle map, and detailed NPCs. It also has story hooks and advice enough, to quickly turn it into a separate adventure!

Cover of The Haunted Hamlet - and other hexes
The Haunted Hamlet - and other hexes
OSR
Low Level
40 pages
0

The Haunted Hamlet and other hexes details four unique modular locations for your game. Made for old school essentials, but can easily be used with other old-school systems or even 5E. The four locations detailed in the zine focus on gameable content and being easy to use at the table. The locations are not connected to one another and can be sprinkled onto your campaign map however you like, or run as one shots. The PDF is graphic and art heavy and utilizes random tables and other tools to make it easier for GMs to run in a pinch. Details: 40 pages Single column text 8.5 x 5.5 aspect Black & White Bookmarks Four hex locations Random tables A rival NPC party A sky merchant A one page town Two hirelings

Cover of God of Ore
God of Ore
5th Edition
Level 3
38 pages
0

God of Ore is a 3rd-level adventure that takes the characters from the quiet, mountainside town of Miners’ Refuge into the heart of the Stoneheart Mountains in pursuit of a failed pilgrimage to discover a phony religious relic deep inside legendary Mithral Mountain. The dark, twisting tunnels that bore into the fabled mountain soon reveal that some mysteries are not what they first appear to be.

Cover of Lich's Last Stand
Lich's Last Stand
4th Edition
Level 23
6 pages
0

Long ago, a powerful lich threatened the kingdom and was destroyed by mighty heroes. Though its phylactery could not be found, a powerful curse was laid upon the lich, trapping it inside its phylactery. This fading magic can’t hold the creature muchlonger, so the PCs must enter the phylactery itself in order to destroy the lich before it escapes back into the world. Pgs. 144-149

Cover of Odyssey of the Dragonlords
Odyssey of the Dragonlords
5th Edition
Levels 1–15
460 pages
0

Odyssey of the Dragonlords is heavily inspired by stories from ancient Greek mythology. As we designed the campaign, we sought to include ideas from many different sources: The Odyssey, The Iliad, Jason and the Argonauts, The Oresteia, and others. However, Thylea is not ancient Greece. You will not find Zeus, Athena, or Apollo among the gods. As you explore Thylea, you will encounter familiar tropes, monsters, and treasures from Greek mythology—but the rules are different here. Mortals have only recently come to these lands. The world of Thylea blends high fantasy with the trappings of ancient history. Elves, dwarves, and halflings now live alongside minotaurs, centaurs, and satyrs. Our goal is to make your party feel like heroes from one of the greatest stories ever told—but the ultimate end of that story is entirely within your power. Your players will make choices that forever change the world of Thylea. As the gamemaster, we encourage you to embrace this idea and run with it. How will your players reshape history—and what does it mean to be a hero?

Cover of Glitterdoom
Glitterdoom
5th Edition
Level 3
16 pages
0

Centuries ago, the glitterdoom came to the dwarves of Steelhand Clan! This divine curse transformed the dwarves into hellish forms with an insatiable greed for gold. Now, a chance encounter breaks open long-sealed gates to unleash the glitterdoom again. Can your adventurers delve into the forgotten halls to confront the subterranean menace? Work together to clear the abandoned mine of it's undead hosts and retrieve what gold and treasures you can.

Cover of Journey to the Inside Out
Journey to the Inside Out
OSR
Levels 2–4
43 pages
0

Beneath our feet is the mythological hollow world – a realm of dense jungles, putrid swamps and rugged mountains. Here a brave party will struggle for survival as they seek to fathom the unseen expanse and to prevent a once defeated god to rise again. ‘Journey to the Inside Out’ can be played as a stand-alone scenario or be used as the first installment in a trilogy of connected adventure modules each taking place in a different era. The scenario can be used with Swords & Wizardry or any other early variant of game rules. Inside you will find: • A 40+ page old-school module with a layout optimized for fast and easy interfacing. • A challenging lost world setting with the possibility to toggle the complexity. • Alternative suggestions for entry to the hollow inside. • Downloadable maps for both players and the Referee. • Story-points for a guided scenario and tables for sandbox and hexcrawl-style play. • Advice for an ongoing campaign. • Locations allowing the PCs to travel to another era within the setting. • Unique new creatures. Published by CTM Publishing.

Cover of A Conspiracy Of Doors
A Conspiracy Of Doors
4th Edition
Level 11
13 pages
0

A Conspiracy of Doors is a Dungeons & Dragons adventure for five player characters of 11th level. It can serve as an introduction to Sigil, the City of Doors, as well as a group of adventurers' first taste of action at the paragon tier.

Cover of FA1 Halls of the High King
FA1 Halls of the High King
AD&D
Levels 6–8
71 pages
0

Someone in the misty, wooded Moonshae isles needs hundreds of brand new swords taken under guard from Sword Coast smiths to a certain place on the Isles. The swords are needed so badly, and their safe arrival is considered so unlikely, that someone is willing to pay adventurers a lot of gold - someone fairly important. Adventures foolish enough to take assignments too good to be true (or merely desperate for coins) will soon find themselves embroiled in a dark and mysterious struggle against evil that will take them into sacred groves, crumbling castles, and through ancient magical gates to the halls of the High King - and beyond -- An adventure that takes place on the Moonshae Isles, in which a mid-to-high level party fights against the encroaching darkness of The Cult of Bane. Although helped by the Harpers, players will have to uncover the plans of the cult, and thwart them where possible. Preventing the summoning of the "Godson", a manifestation of Bane's evil. Part of the "Forgotten Realms Adventure" series, this is FA1 - Halls of the High King. FA2 is "Nightmare Keep" TSR 9301

Cover of DD-01 The Darkness Beneath Dalentown for 1st Edition and BX
DD-01 The Darkness Beneath Dalentown for 1st Edition and BX
OSR
Levels 8–12
44 pages
0

The adventures in Dalentown continue in The Darkness Beneath Dalentown. Workers in the town’s sewers have stumbled upon the long abandoned halls of the dwarves that once settled beneath this region. What they’ve found is a haunted library. What they’ve woken is something far more sinister! The Darkness Beneath Dalentown features hordes of oozes, undead, and demons festering for years in an ancient dwarven mining stronghold. Now, they are slowly working their way to the surface, and the folk of Dalentown are in dire peril!

Cover of FV8 - Phasing Abbey of Dora Sin
FV8 - Phasing Abbey of Dora Sin
5th Edition
Levels 5–7
23 pages
0

You have traveled to the westernmost point in the Duchy of Starryshade as you make your way to the borderlands. Your final stop in the duchy is a small roadside inn called the Shepherd’s Spear Inn. While stopping for a respite you hear a few tales including a mysterious abbey nearby. This structure is said to only appear for a short time every three years. Magic and wealth are said to be lost within the walls of this structure and with little else to do this might be a final hurrah for your stay in Starryshade!

Cover of S2 White Plume Mountain
S2 White Plume Mountain
AD&D
Levels 5–10
16 pages
0

A traditional "funhouse" dungeon, White Plume Mountain begins with the archmage Keraptis stealing three artifacts and leaving cryptic poems with their former owners. The players are hired to recover the items, and find a bizarre dungeon in the side of the eponymous volcano. TSR 9027

Cover of The Great Trial
The Great Trial
5th Edition
Levels 6–7
37 pages
0

The Great Trial is a 5e adventure for characters starting at 7th-level and ending at 10th-level. It's a dungeon consisting in the 3 levels, where the first level is the lowermost one and the last is the uppermost one: First level is composed by mean traps, puzzles and combat; Second level is a labyrinth with a construct Minotaur - the Minotal - and an iron wyvern, brand new creatures; The last and uppermost level is actually a jungle-like demi-place filled with dinosaurs in an open world format. Aenor Gleenwith, a powerful elf wizard, wants to make history alongisde Acererak for his Tomb of Horror and Halaster for his Undermountain. So he created his own dungeon. To test its efficiency, he captures adventurers and puts them in the lowermost level, where they need to work together to survive and leave the dangerous place. At the end, Aenor himself greets the group offering them apologies for the harm caused, to fix all damage caused and also rewarding them for the forced help. This module can be run in any setting, campaign, or as a one-shot. It should take around 10 to 14 hours to complete it since it contains 3 Chapters.

Cover of Horror at Devil's Run
Horror at Devil's Run
5th Edition
Levels 3–7
18 pages
0

"I can’t stand to lose again..." The small farming village of Devil’s Run is about to have its yearly pumpkin festival. Unbeknownst to many, Old Pete Barker, a pumpkin farmer of many years, was having difficulty growing his pumpkins. Pete doesn’t have an ample water source, unlike Molly Simms, his primary rival for the festival's coveted largest pumpkin award, whose farm lays near a stream. Fixated on winning the grand prize, Old Pete made a deal with a dark force, the Feeder of Desires, but the deed cost him and the village dearly. “Plant me in the ground and I will make you strong." Peter Barker's body transformed into a vine-like creature with a jack-o-lantern head, and he now ‘waters’ his thriving pumpkin fields with the blood of kidnapped villagers, binding them below the earth while the pumpkin vines burrow into their flesh and feed. These vines have started to enter the town, creating pumpkin-vine creatures which snatch villagers and drag them to his underground lair. Will the adventurers save the village of Devil's Run and put a stop to Pete's pumpkin-patched plots? Let the Pumpkin Festival Commence! ►2– to 4–hour adventure for three to five characters ►Scalable for 3rd—7th level (optimized for 5th) ►5 beautifully mapped areas for your adventurers to explore ►7 new monster stat blocks, including the Pumpkin Terror, Vine Hound, and pumpkin-headed Pete Barker himself! ►Ripe for Halloween, Thanksgiving, or Fall adventuring! PDF Purchaser Bonuses ►HDR map files for each area (both gridded and gridless) ►Virtual Tabletop Tokens for the monsters Also for Roll20 and Foundry VTT

Cover of Eyes On The Prize
Eyes On The Prize
5th Edition
Level 10
33 pages
0

For ages, “the old monastery on the hill” was simply that and nothing more to those that knew of it – a small building of a forgotten age and purpose, overgrown by the land around it. But recently, rumors have been making way among the educated that there is a wealth of knowledge that hides within the old monastery, waiting for someone to find it. Most dismissed these rumors as hearsay... but those with their eyes on the prize continued to pay attention. There must have been some merit to these claims, because seemingly overnight a monstrous creature has appeared on the monastery grounds - a serpent the size of a dragon, with a dozen legs and breath that crackles with lightning! There's no doubt the rumors and the monster's appearance are related somehow, and the PCs are tasked to put their skills to work to figure it out!

Cover of DDAL04-07 The Innocent
DDAL04-07 The Innocent
5th Edition
Levels 5–10
21 pages
0

The mists have led you deep into Glumpen Swamp to a den of great evil. Within, the unliving son of an unliving god awaits the peace of death that eternally eludes him. Will you grant him his rest, or realize the part he is to play in things to come? Part Seven of Misty Fortunes and Absent Hearts.

The Library of Biblius
5th Edition
Levels 7–9
54 pages
0

Long before the rise of Waterdeep... Biblius ruled the sword coast with an open hand full of love and knowledge, but even the purest of men can fall when they hear greed's sultry call. Explore Biblius' forgotten library and discover if his mystical history of the universe is more than just a tragic myth. 13 Monsters mutated by arcane radiation 21 Unique and powerful magic items 16 Ancient tomes filled with forgotten knowledge 4 Bizarre NPCs that have managed to make the library their home 11 Lost spells from a time before humanity 9 Full color maps A 4-10 hour adventure for 8th level characters.

Cover of FO2 - Forstal's Final Rest
FO2 - Forstal's Final Rest
AD&D
Levels 2–5
11 pages
0

Decades ago a group of adventurers saved the town of Logan’s Bluff from a humanoid incursion. While the battle ended in a victory, the cost was high when the party lost a valued member of their group. In his honor his comrades and grateful citizens built a tomb over his final resting spot. In the decades since the battle peace has reigned but has recently waned with the advent of more humanoid sightings. Some have wondered if Forstal’s tomb is drawing the humanoids back for revenge.

Cover of Queen of Bones
Queen of Bones
BECMI
Levels 12–16
8 pages
0

Introduction No frills, here. No fancy charts and tables. No art to dazzle your eyes. Just a crawl; that happens to have a bit of a background, and a (group)death-dealing Bad Ass! waiting for the characters. How you run it is your business. What you delete, exchange out/in or modify is up to you. You can be as kind and patient with the players as you like, or let the chips fall (dice roll) where they may. You can allow pre-rolled characters, provide pre-gens yourself, or let the players bring their own, favorite character they have worked hard to get to the levels indicated; remind them, if the latter, that character-death is part of the game! I issue only the following comment: if run as it is laid out , it is nearly certain that at least one character, and as many as all of them, might die during the adventure.

Cover of Dungeon Crawl Classics #84A: The Tomb of the Organon Magisteros
Dungeon Crawl Classics #84A: The Tomb of the Organon Magisteros
Dungeon Crawl Classics RPG
Levels 4–5
7 pages
0

During the Last War, the ancients deployed their war-skiff assault units from elevator platforms that now dot a sector of the wasteland like a ravaged forest of rusted steel stumps. Most of the platforms are buried by the shifting sands or stand as shattered reminders of a war that was once meaningful, but one of these decaying steel stumps still remains partially energized, layered with tunnels below ground, and powered by a unique extra-dimensional reactor core beneath the surface of the planet.