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95 adventures found
Cover of Fangs of Oatali
Fangs of Oatali
5th Edition
Level 6
20 pages
0

An artifact belonging to an ancient couatl god has been stolen from his shrine. Can the characters recover the Fangs of Oatali before the god's wrath unleashes a devastating cataclysm upon the jungle? Fangs of Oatali is a pulp-action adventure set in the jungle and includes: -Stealthy raids, hidden enemies, and the clash of two primal gods -Angry pterodactyls, massive sinkholes, and earth-quaking magic -Combat cards for each monster, PC, and special treasure -Beautiful, hand-drawn maps by Beware the Wizard, as well as high-quality digital maps for use with virtual table tops

Cover of Torrents of Dread
Torrents of Dread
3.5 Edition
Levels 4–8
16 pages
0

A supernaturally powerful storm, mudslides, and agitated dinosaurs are the least of the worries in the tropical village of Mora. The village's spiritual leader, the Zombie Master, has gone missing, and now undead rise from sodden graves and the village matriarch lies dead, murdered by her own son. What dire menace awaits in the flooded catacombs below? Set on the infamous Isle of Dread.

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 HWA3 Nightstorm
HWA3 Nightstorm
BECMI
Levels 8–10
64 pages
0

To Find the Immortals! The all-powerful Immortals have vanished! The quest to locate them has led across the Atlass Ocean and the land of Shahjapur, where moguls hunt tigers, un-touchables respectfully avoid higher castes, and holy fakirs perch immobile for years on end. In this land of shrines and elephants and shapeshifting assassins, resolution may lie at the end of the mysterious "Emerald River." But no one knows the location of this river and no map shows its bed. Does the answer lie within the Temple of Eight Sweet Winds? Hopefully so, for time grows short. The Immortals themselves must be found and enlisted - to stave off the approaching cataclysm called: NIGHTSTORM! Nightstorm is the third adventure for the D&D Hollow World Campaign Set. The Hollow World boxed set is required to play. This 65-page adventure fits easily into your existing campaign, either as a stand-alone adventure or part of the history-spanning Blood Brethren trilogy. These three lined modules can be played in any order - but the adventure ends here! This adventure is designed for four to six characters of levels 8 to 10. Easily Adaptable to the AD&D Game! TSR 9311

Cover of GC16 - Legend of Pula Noa
GC16 - Legend of Pula Noa
5th Edition
Levels 4–6
51 pages
0

After resupplying equipment, health, and morale, you have heard of a job opportunity available at a nearby pub. After first missing out on the chance, your fortunes change and get the job. After boarding the Gnome airship, the “Marietta”, you head off across the sea to locate the captain’s missing brother. You find out you will be going into the jungles of the lost Pula Noa tribe. Rumor and legend surround these natives as having streets and buildings paved in gold, silver, and death! This adventure setting was designed for 5th Edition rules D&D for the Filbar Campaign for mid-level adventurers and DM. This adventure is easily adaptable to most any game and system. Save yourself some time and utilize it for a one shot adventure or a continuing campaign!

Cover of Serpent Isle Part 3: The Viper's Pit
Serpent Isle Part 3: The Viper's Pit
5th Edition
Levels 5–10
12 pages
0

The Cost of Beauty Deep in the snake infested jungle of Serpent Isle stands an ancient temple. Rumour has it that something still lurks in that place. Something evil from a lost era of devils and darkness. Now fishing boats are going missing off the island’s coast and dark shapes can be seen moving through the undergrowth. Could something have remained on that cursed isle?

Cover of FD10 - Jungle of the Unga Rae
FD10 - Jungle of the Unga Rae
AD&D
Level 5
21 pages
0

The party that has made their way along the causeway has arrived on the edge of the sea and has been summoned by the high priest. The party has been asked to help in a mission on Borsk Isle. The group will be providing security to the mountain temple as a relic is going there to be destroyed. The island is home to a variety of creatures, most of which will be aggressive…up for a challenge?

Cover of Serpent Isle Part 4: Oss'Ithek
Serpent Isle Part 4: Oss'Ithek
5th Edition
Levels 5–10
28 pages
0

A Slumbering Serpent Hidden in the thick rainforest of Serpent Isle is a crumbled yuan-ti citadel. These foul snakefolk have been dormant for decades, but have been awoken in order to fill out some foul prophecy. Delving deep into their most sacred temple; Oss’Ithek, is the only way to uncover the dark secret which they hold so dear. Do you have the nerve to face the serpent?

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 Dragon Hunters
Dragon Hunters
3.5 Edition
Level 7
26 pages
0

Fort Akor has come under attack by a dragon, but when the PCs seek out the beast in the surrounding jungle they discover the dragon may be the least of the fort’s troubles. The Pcs travel to Fort Akor, where they learn that the fort has been under attack by a dragon (which is really a tyrannosaur). Prince Henri asks the PCs to slay the dragon attacking his fort before it causes further damage. If the PCs investigate the fort before setting out after the tyrannosaur, they may discover the hidden corpse of its hatchling. They may also discover the truth behind the fort's dark history. Tracking the "dragon" to its lair and slaying it for Prince Henri forces the characters into conflict with a faction of the centaurs living in the jungle, who disposed the hatchlings corpse at the fort. Discoveruing the truth of the prince's conflict with the jungle natives might lead to an alliance. Pgs. 16-41

Cover of A Tragedy Unfolds
A Tragedy Unfolds
5th Edition
Level 2
47 pages
0

The player characters have put into a tropical island for repairs to their ship. But the local village is almost deserted, and the jungle hides a secret that is both terrible and tragic. Can the player characters put to right something so foul that it seems there can be no redemption? An adventure for four 2nd level characters. For 5th edition Dungeons and Dragons. Includes a write up for the necrophidius and a new creature called a spirit of despair that combines a template with an NPC class to present a new challenge to the PCs.

Cover of BL2 The Hall of the Spider Queen
BL2 The Hall of the Spider Queen
AD&D
Levels 5–7
34 pages
0

Strange tales of a mad queen and a hoard of legendary treasure have driven adventurers into the jungles of the great trade road between Tiefon and Nextyaria for a generation, but now new information has come to light. A travelling bard has uncovered certain keys to the location of the lost queen's mysterious volcanic home, and the secret that may thwart her seeing immortality and invulnerability. Once again, the Barrens takes center stage as characters must via for a chance to grow rich and expand their legend among the heroes of the Nameless Realms! The Infamous Black Label series continues with this second part to the Barrens trilogy as characters must dodge the marauding forces of bandit lords, discover a wayward bard, and then journey to the caldera fortress of the Hall of the Spider Queen. What secrets does that dark sanctuary hold? Only time, dice, and the comradery of the gaming table will tell. This adventure is formatted to both 1E & 5E gaming rules.

Cover of Temple of the Basilisk Cult
Temple of the Basilisk Cult
5th Edition
Level 1
21 pages
0

Something sinister stirs in the jungle. When a vicious cult attacks an archaeological dig site, the players are the only ones who can stop the bloodbath! The party must enter the dangerous wilds and find the basilisk-worshippers' hidden temple – before they strike again. It includes: -Four brand new monsters -Dangerous jungles, crumbling temples, and terrifying traps! -A carefully crafted format to make running the adventure easy at a glance -Combat cards for each monster, PC, and special treasure -Digital maps for use with virtual table tops

Cover of Blackwater Redux
Blackwater Redux
5th Edition
Levels 1–5
77 pages
0

Blackwater Redux is an Eberron adventure designed for a group of five characters starting on 1st level. It brings the group to the backwater of Khorvaire, aptly named the Shadow Marches. By the end of the adventure, the characters should reach 5th level or higher. To run this adventure, you need the fifth edition Player’s Handbook, Dungeon Master’s Guide, Monster Manual, and Eberron: Rising from the Last War (RFTLW). Blackwater Redux is a dark, hopeless adventure with strong horror notes. It is inspired by Apocalypse Now by John Milius and Francis Ford Coppola, The Heart of Darkness by Joseph Conrad, and The Call of Cthulhu by H. P. Lovecraft. Consuming these before running the adventure is highly recommended. The adventure’s themes loosely touch on current and past real-world conflicts. If one or more of the players are former or active soldiers, make sure to discuss the campaign’s content beforehand.

Cover of RM3 Web of Illusion
RM3 Web of Illusion
AD&D
Levels 7–9
64 pages
0

Come: the land of Sri Raji and the ancient rakshasa, evil masters of illusion and shapeshifting, await! The Web of Illusions module is a 64-page adventure featuring an exemplary full-color map. Players travel through the deadly land of Sri Raji, an Eastern Indian domain of jungles, savage tigers, and lost temples. Also depicted in the AD&D™ rulebook, Legends & Lore. TSR 9415

Cover of X9 The Savage Coast
X9 The Savage Coast
BECMI
Levels 4–10
32 pages
0

What sends you adventuring deep into unknown lands, across dark waters, around The Savage Coast? Adventure? The sincere desire to help others? Or greed? Cartographers Guild members tell of lost cities and hidden treasures. Sailors tell of menacing beasts and cannibals to the west. They tell of savages along the shores who use gold nuggets for fishing weights. They also tell of great mounds of gold that collect at river mouths. You must decide the grater lure; the safety of Slagovich or the glimmer of gold along The Savage Coast. This adventure includes a map which expands the D&D game world, and a special expanded monsters section. TSR 9129

Cover of DDAL07-04 A Walk in the Park
DDAL07-04 A Walk in the Park
5th Edition
Levels 1–4
17 pages
0

A mysterious clue has led you outside of the safety of the city’s walls and into the jungle beyond. You have been asked to venture into the jungle and seek out the wisdom of some of the native humanoids in the area—perhaps they will be able to shed some light on the situation and provide some insight on who is behind it all. Part Two of The Jungle Has Fangs Trilogy.

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 Mists of Akuma: Feud Primordial
Mists of Akuma: Feud Primordial
5th Edition
Level 5
56 pages
0

Heat beats down from the blazing summer sun and the adventurers are hot on the trail of a fugitive, ordered by the bengoshi Akia the Iron Shell to hunt down the charismatic cult leader Shinjirarenai. Soon after routing the foul oni-touched mage however the mystery deepens, forcing the PCs to chase across southern Soburin after a curious stolen shipment until the true powers at work are revealed and the party realizes they are but pawns in an ancient conflict, pieces on a gameboard between two Imperial Siblings! Mists of Akuma is an eastern fantasy noir steampunk campaign setting for 5th Edition where the last continent of the world has embraced a fear for technology, what might be the only means to save them from the primordial fog spreading across Soburin and corrupting its peoples, transforming them into fearsome adeddo-oni—should the adventurers achieve victory at all in this merciless and unforgiving land, it is sure to pyrrhic. WHAT'S INSIDE THIS ADVENTURE MODULE: A mystery adventure that takes the party across three prefectures of Soburin (Korusu, Yokuba, and Ikari, all detailed within) and into the river city of Nesuto before meeting two of the most powerful creatures to ever tread upon the world! The continental map of Soburin by Michael McCarthy as well as 11 play maps for Nesuto, two teahouses, encounters in the badlands, mountains, or jungles, two shops, a city street, a building being used for a ritual, and an enchanted cavern. The supernatural Mists of Akuma, the misted condition, and two new attributes (Dignity and Haitoku).

Cover of Grasp of the Emerald Claw
Grasp of the Emerald Claw
3.5 Edition
Level 6
33 pages
0

Deep in the jungles of Xen'drik, a relic of great power has lain hidden for thousands of years. Now, determined adventurers race against time and the nefarious agents of the Order of the Emerald Claw to locate the relic, overcome unimagined obstacles, and unlock its ancient secret. The Order's hunt for the parts of an ancient creation pattern nears its conclusion, but other groups also seek this powerful item. Once all of the pieces come within close proximity of each other, the ancient intelligence awakens. Suddenly all parties have a new and powerful enemy to contend with...