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581 adventures found
Cover of The Standing Stones of Sundown
The Standing Stones of Sundown
AD&D
Levels 4–9
13 pages
0

The door to the Abyss can be opened with good intentions. An act of mercy released a creature of unspeakable evil. Now, only you have a chance to stop it. A vrock has been trapped inside a stone circle outside the village of Sundown. This stone circle remained untouched for thousands of years, until an unwitting mage decided to depetrify one of the standing stones that he mistakenly thought was a helpless farmer. This released the vrock, who killed the mage and has been trying to regain enough power to plane shift back to its home. This module primarily is based on investigation and problem solving, with a final fight with the vrock at the end. Roleplaying should be emphasized. The town of Sundown is fleshed out with NPCs and stores for player exploration. Pgs. 4-16

Cover of Deicide
Deicide
5th Edition
Levels 1–20
296 pages
0

Deicide is a campaign designed to begin with a party of four to six 1st-level characters, who should advance to 20th level by its conclusion. The Gods have abandoned Faerûn. Bringing loved ones back from the dead hasn’t been done in centuries, and communion with the deities is a spiritual exercise only. Holy warriors and messengers have lost their powers and have all but completely disappeared. In this bleak world, wars are frequent, crime runs rampant, and hope has faded. Rumours are abound of a mysterious crime lord taking control of the underworld. Monsters roam the lands and every road is increasingly more dangerous. Without guidance, the many civilizations of this world are plagued by greed and corruption. The only way forward is to bring the Gods back, or to take their place in the heavens. Deicide takes place across two islands, Aurora and Limdorkal. These landmasses are the westernmost islands of the Moonshae Isles, an archipelago located roughly 400 miles west of the region of Amn and to the southwest of the Sword Coast. Surrounding the Sea of Moonshae, these islands feature a wide array of cities, civilizations, climates, terrains, and monsters. Limdorkal is famously a harsher environment, home to exotic races, whereas Aurora is almost entirely dominated by the human kingdom. Elminster Aumar, the famous Old Mage of Faerûn, once visited these islands and claimed it surprising how such diverse environmental systems erupted here, and how varied were the people inhabiting them. While the Sword Coast is part of Faerûn, a continent of Toril in the Forgotten Realms, feel free to adapt these islands to any setting of your choice, such as Ravenloft, Eberron, Ravnica, or even on your homebrew world. The story told here happens some hundreds of years after the beginning of 5th Edition, and the Overgod Ao is trapped inside an artifact, which limits the workings of gods around Toril. The characters will be able to learn more about the missing Gods, about a mythical folklore artifact known as the Wand of Wonders, which carries the powers of the Gods, and about the crime lord Kaiser Soze. Through their adventures, they will be able to visit other realms, planes, and dimensions, as well as come into contact with different races and civilizations. In the end, it is up to them whether to ally with the Crime Lord, and whether to release the Gods or keep their power for themselves. This campaign can work as a loose set of modular adventures, which can be easily picked separately and played as one-shots of different levels. Even their locations on the map might be moved, and events happening in particular towns can happen on others. The adventures include dungeon crawls, murder mysteries, sandbox urban quests, exploration on land and in the seas, inter-planar travelling, among others.

Cover of The Sorrows of Southsward Keep
The Sorrows of Southsward Keep
5th Edition
Levels 3–5
24 pages
0

A one-shot adventure of dark fantasy, tragedy, and horror... - 4-6 hour adventure for 3rd - 5th level characters. - 24 pages of an elegant, easy to read PDF. - 4 custom handouts that pair with the adventure. - 2 custom monsters. - 10+ trinkets and magic items for handing out to your players. - 6 gorgeous free battle maps that can be found here: https://www.dmsguild.com/product/434359/Map-Pack-01--The-Sorrows-of-Southsward-Keep

Cover of A Wild Hunt
A Wild Hunt
5th Edition
Level 2
7 pages
0

In a remote mountain region, a ranch suffers from grave misfortune that has wiped out both the livestock and the family who once lived there. Rumor has it that a nine-tailed fox is behind the tragedy and continues to plague the area. A well-meaning monk seeks the aid of an adventuring party to put an end to the curse.

Cover of DL1 Dragons of Despair
DL1 Dragons of Despair
AD&D
Levels 4–6
32 pages
0

The beginning adventure to the Dragonlance, War of the Lance series of adventures, upon which the Dragonlance novels are based. The companions meet in the Inn of the Last Home to discover a barbarian couple with a mysterious staff. The PCs journey to discover the staff's history which leads them to a ruined temple to the Forgotten Gods. Includes a full map of Xak Tsaroth and overland maps, some color. Art by Jeff Easley. TSR 9130

Cover of Forgotten on the Isle of Mnemos
Forgotten on the Isle of Mnemos
5th Edition
Levels 1–3
98 pages
0

A band of shipwrecked adventurers awake to twilight on an uncharted jungle island to the Northwest of the Nalanthars with amnesia, little do they know the amnesia is recurrent at the completion of each long rest until an ancient curse powered by an incomplete Mythallar is lifted.

Cover of FV10 - Stronghold of the Venomous Wyrm
FV10 - Stronghold of the Venomous Wyrm
5th Edition
Levels 8–10
22 pages
0

Sightings of a large Green Dragon have become more and more frequent and the shipping lanes are becoming regular targets. The duke has sent a military contingent but no word has come from that group. Is your party ready to lend a hand against an extremely dangerous foe?

Cover of Campfire Tales: In-Between Encounters
Campfire Tales: In-Between Encounters
5th Edition
Levels 1–20
44 pages
0

Settling down as the sky turns black with rest, you gather by the heated campfire and swap stories to pass the night. You hear tales of wonder and worry, descriptions of distant lands, plants, and beasts. Exchanged this night are stories of thieving travellers, worried giants, and godly squabbles. Ever wanted small stories to make travel more interesting than random encounters? Ever just wanted to run shorter games? Maybe you’re just low on prep time for your next session. In this volume of campfire tales you’ll find eight half-a-session length adventures that help with all these classic DM worries. Also included is an in-depth appendix of fauna, flora, locations, and more to help boost your game.

Cover of A Simple Story - adventure for beginners (Hebrew)
A Simple Story - adventure for beginners (Hebrew)
5th Edition
Level 1
17 pages
0

It's a simple story. A boy is missing in the woods. His father is heartbroken. Can you save him? Will this simple story have a happy ending? A simple introductory adventure for D&D 5th edition, for 3-4 beginner characters of level 1. Important Note: the adventure is entirely in Hebrew. This adventure includes material that was already published in the adventure Tower of Tragedy, which is in English.

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 FS11 - Wedding Daze
FS11 - Wedding Daze
AD&D
Levels 1–2
20 pages
0

As a future hero, your master has given you one last task to complete before releasing you from your training - delivering a message. Knowing that you are about to start your career on your own is exciting and this task should be a simple one. A two day trip to congratulate Lord Siklos on the wedding of his daughter and you will control your own destiny. Little do you realize that something has gone terribly wrong at the ceremony! This adventure setting was designed for 1st/2nd Edition AD&D for the Filbar Campaign for a solo/low level adventurer and DM.

Cover of FD5 - Venture into Sordack Valley
FD5 - Venture into Sordack Valley
AD&D
Levels 2–5
20 pages
0

The fifth offering of the Filbar Dual (FD) series is Venture into Sordack Valley and takes the small group of young adventurers and puts them on the border of the frontier. The small town of Commerstance is located on the edge of the Lordek River separating civilization from the wild. Several locales are present for the aspiring group of adventurers including two wanted criminals.

Cover of Valanche's Eye
Valanche's Eye
5th Edition
Level 4
16 pages
0

A gnomish settlement is plagued by inexplicable earthquakes, the wrath of an Earth Elemental. Can the heroes save the gnomes? Do the greedy gnomes deserve to be saved? "Valanche's Eye" was inspired by a desire to write an adventure which blurs the line of who the bad guy actually is, or indeed whether or not there's a really tangible villain. It takes the "patron hires adventurers to clear dungeon" trope and twists it – the patron turns out to be a pretty rotten bastard, and the monsters in the dungeon are just trying to live their lives. It starts when gnome gem-miners strike the mother lode of emeralds and sapphires, only to find themselves run off their claim. First they accidentally broke through to the Elemental Planes of Earth and Fire, and mephits burst out to annoy them. When they were just about done dealing with the mephits, they disturbed an earth elemental who just wants to be left alone, and emeralds are its favorite snack. The mine boss hires the adventurers to come kill all the elementals. But should they?

Cover of Doom Croaker's Branches
Doom Croaker's Branches
5th Edition
Level 4
4 pages
0

"Doom Croaker's Branches" is a lindwurm lair suitable for four or five 4th level characters. This adventure can be completed in one session.

Cover of Zassan the Slaver
Zassan the Slaver
5th Edition
Level 5
20 pages
0

Every year, the small town of Whitetree has to sacrifice a child as tribute to a fiery salamander slaver, Zassan. The players must pursue the slaver, attempting to stop him and retrieve his precious cargo before it’s too late!

Cover of Fosc Anansi - Shadow of the Spider Goddess
Fosc Anansi - Shadow of the Spider Goddess
5th Edition
Level 6
52 pages
0

Silent crawlers with a venomous bite. Web spinners, creating sticky, beautiful homes that double as deadly traps. Nature’s most artistic killers. What fools would grow these tiny killing machines into the size of ponies or even larger? Gnomes! Opportunistic dark gnomes, looking for profit, who stumbled upon an inter-dimensional substance—experimental, yet undoubtedly powerful. Then something came creeping down the strand that connected the spiders to the inter-dimensional world, a shadow—the Shadow of the Spider Goddess! This adventure is designed for 5e for 4-6 characters of 6th level. The adventure is designed to link to the Lands of Lunacy setting from Fail Squad Games, but has been adapted to be run in any setting with no additional GM or player effort. The hold of Nevnooblin contains steam technology and creatures.

Cover of Witch of the Black Tree
Witch of the Black Tree
5th Edition
Levels 1–3
24 pages
0

A malicious and virulent force possesses the Vermyr Woods. The local wild-life has fled; known paths have mysteriously vanished or shifted; and locals have been found hanging dead from trees yet their eyes watch... they always watch. The hopes of the people are dwindling quickly. Believing that evil harpies have afflicted the woods, brave Captain Harkin set forth to serve them righteous justice! Even the mighty druid Algalor is nowhere to be found. Time passes and their worries compound. Why have the harpies attacked? What is the fate of Algalor and Captain Harkin? What is this mysterious evil that plagues the Vermyr woods? Who is Cartman's dad? The heroes will stumble into this mystery as they travel to Homid. They will discover the truth of the harpies as well as the fate of the heroes who safeguarded this region by delving deep into a forest labyrinth that feels alive! Will it consume them or will they be strong enough to defeat the evil at its core!

Cover of The Burning Goblins
The Burning Goblins
5th Edition
Level 1
61 pages
0

The quiet village of Greenfork is in a state of uproar, scarred twisted looking goblins raided the village during the night and kidnapped the miller’s daughter. The Mayor has put out a call for adventurers to bring the girl back safely and end the goblins threat once and for all. This adventure starts just outside the village of Greenfork and thrusts players straight into the action. This book contains a full length tabletop roleplaying fantasy adventure: Advancing players from one to three. Sixteen monsters and characters. New Games Masters advice and guides. A fantastic first adventure for new players, but more importantly this adventure was designed with first time Games Masters in mind, giving you as many tools as possible to help run the game. Published by Blue Sword Games

Cover of SQ16 - Kingdom of Bane
SQ16 - Kingdom of Bane
5th Edition
Levels 5–8
70 pages
0

Once a naval powerhouse, the Kingdom of Bane ruled the waters wherever they went. Four decades ago the neighboring countries noticed a stark difference taking over the once lush Bane. As the years progressed, rumors swirled about the downfall of the proud nation but the overall view was that a curse took over. The kingdom had been famous for the multitude of riches and magic it once possessed and it is widely believed that undiscovered treasures await any adventurer brave enough to test their mettle against the curse as well as the elements. This offering is 70 pages of magic, challenges, and a lot of urban discoveries. This scenario can be cut up and used as individual projects or as a massive campaign. The original campaign allowed the players to move from fifth level up to eighth!

Cover of The White Boar of Kilfay
The White Boar of Kilfay
AD&D
Levels 3–7
16 pages
0

A dangerous beast - but one with a mission. Even the gods slip up now and then, but few dare remind them of it. Ri Conn's son was killed by the white boar of Kilfay, and he has passed sentence of death upon it! What starts as a hunting expedition for the PCs ends up being a grand adventure through the forest. Several interesting set pieces on the path of the boar's rampage are included in the adventure. The path of destruction leads through a goblin camp and ends in the tower of a now-dead mage (which still holds the target of the boar's ire, a mutated bulette that the mage bred). Will the party help the boar kill the bulette mutation, or let it free? Pgs. 32-47