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Cover of Frozen Castle
Frozen Castle
5th Edition
Levels 10–11
13 pages
0

The loss of Skyreach Castle in Hoard of the Dragon Queen was a major setback to the Cult of the Dragon, but still only a setback. The cult is determined to retake the castle and claim Tiamat’s lost treasure buried in its frozen walls and cloudstuff vaults, but they aren’t the only ones. Blagothkus the cloud giant is still the master of Skyreach, and he has gone to the hall of his cousin Brunvild, ice lord of Uldoveld, for the resources to repair and reoccupy the castle. At the same time, the party is dispatched by the Council of Waterdeep to reclaim some of the stolen treasures lost when the castle fell.

Cover of B3 Palace of the Silver Princess (orange)
B3 Palace of the Silver Princess (orange)
BECMI
Levels 1–3
32 pages
0

Years ago the valley was green, and animals ran free through golden fields of grain. The princess Argenta ruled over this peaceful land and the people were secure and happy. Then one day a warrior riding a red dragon appeared in the skies over the princess’ castle and almost overnight the tiny kingdom fell into ruin. Now only ruins and rumors remain, and what legends there are tell of a fabulous ruby still buried somewhere within the Palace of the Silver Princess TSR 9044

Cover of FRC1 Ruins of Adventure
FRC1 Ruins of Adventure
AD&D
Any Level
96 pages
0

A great evil force descended on the town of Phlan years ago. The townspeople were all either killed or driven away, and Phlan became (literally) a ghost town. Fifty years later, the survivors are ready to reclaim their town. But they need a band of strong and brave adventurers to lead the fight-they need you. Ruins of Adventure is a set of connected short adventures written by James Ward, David "Zeb" Cook, Steve Winter and Mike Breault-four names familiar to all AD&D game fans. It uses the same setting, locations and characters as the classic computer game Pool of Radiance by Strategic Simulations, Inc. In fact, many of the scenarios here in Ruins of Adventure will provide important clues to the successful completion of Pool of Radiance. TSR 9238

Cover of N3 Destiny of Kings - Classic Modules Today 5e Conversion
N3 Destiny of Kings - Classic Modules Today 5e Conversion
5th Edition
Levels 4–6
32 pages
0

When Treason Walks the Land... Trouble stirs in Dunador! The King lies dead of a wound received during a hunting expedition. His brother, Lord Edrin, challenges the rightful Crown Prince, a half-trained young man named Edmund, for possession of the throne while Edmund travels on a pilgrimage to the holy shrine of Nevron. Forces throughout the kingdom vie for control of the realm. Can the player characters find the Crown Prince and protect him from the treacherous forces at large in Dunador? N3: "Destiny of Kings" (1986), by Stephen Bourne, is the third adventure in the novice series for AD&D. It's up at the upper end of what could be considered "novice" play, though, with the pre-rolled characters being 3rd and 4th level. It was released in February 1986. Like N2: "The Forest Oracle" (1984), this adventure is offered as a generic adventure, not specifically based in any existing AD&D setting. Suggestions are given in the conversion guide to place the adventure in the Forgotten Realms. Out of the Dungeons. One of the most impressive elements of N3 is its complete lack of dungeons. Instead - as was increasingly the case by the mid 80s - the players are heavily embroiled in a plot. They must find the prince of Dunador and return him home safely. Elements of investigation and intrigue thus find their way into the game. There is also some opportunity for wilderness adventure - a quality that was also becoming more common in AD&D by the mid-80s. Future History. A decade after its original publication, Wizards of the Coast updated "Destiny of Kings" to 2nd edition AD&D and reprinted it (1998). It was one of the few classic adventures to receive this treatment. This conversion guide allows DMs to run the original module with 5th Edition rules and provides a reference sheet for encounters. To use this conversion guide you will need a copy of Destiny of Kings, originally available in hard-copy and now for sale in digital format at the DMs Guild.

Cover of Return to the Tomb of Horrors
Return to the Tomb of Horrors
AD&D
Levels 13–16
240 pages
0

An expansion on the original Tomb of Horrors with plot and explanation. Contains a facsimile of the original adventure. The Dark Intrusion is causing the dead to rise from their graves. This is linked to a being known as the Devourer. Following the trail of Desatysso, a wizard who followed a similar quest, the players must enter the Tomb, and beyond that, the cursed City that Waits and the Fortress of Conclusion.

Cover of The Hunt in Great Allindel
The Hunt in Great Allindel
AD&D
Levels 4–7
15 pages
0

While you search for treasure, others search for you. A treasure vault without guards or traps - can it be true? Pgs. 16-30

Cover of FQ3 - Outpost of the Humanoids
FQ3 - Outpost of the Humanoids
AD&D
Levels 2–4
23 pages
0

FQ3- Outpost of the Humanoids is the third adventure for the Filbar Quest Series. As you make your way to a meeting with the Baron of the Knolls you come across a roadside inn and a pair of old adventurers that have a small task for you near some old abandoned ruins. Sounds easy enough right? For some reason it never is easy, especially in Filbar!

Cover of PL2 - Issue in the Canyon
PL2 - Issue in the Canyon
5th Edition
Levels 2–4
17 pages
0

Adventuring in the Principality of Lockerbie continues with Issue in the Canyon. Your party has enjoyed the advantages of being considered a hero but as the days’ progress, it is back to normal in Gormell. After having a bit of ale at the local tavern you notice a wagon caravan has arrived in town and the people are abuzz over their arrival. Noticing that some of employees are a little beat up, you find yourself in the sheriff’s office being told of a brazen, humanoid attack on the merchants. Looks like you just found a job opportunity!

Cover of Race to the Yellow Lotus
Race to the Yellow Lotus
3rd Edition
Levels 4–5
48 pages
0

"An army on the move, an ancient artifact, its purpose long forgotten, and the sinister plans of an unknown foe: When these elements combine, it's bad news for the good-aligned cities of the Blood Plateau. A massive band of orcs is marching on the Monastery of the Yellow Lotus, intent upon taking the "Flower That Does Not Bloom." The heroes must trek through goblin-infested tunnels and monster-filled woods ahead of the orcish horde, in a deadly Race to the Yellow Lotus." This adventure is the second in the "Tales from the Blood Plateau" series, but works well as a standalone or an intro to another campaign. Though the party does not actually engage the Death Knight/Blackguard antagonist, he is the primary driving force behind the events of the adventure. Published by MonkeyGod Enterprises and Highmoon Press

Cover of Road to Oblivion
Road to Oblivion
3.5 Edition
Level 11
13 pages
0

Oblivion is a town like no other. Situated in a hidden valley within a high mountain range and accessible only via air or a secret tunnel through the mountains, it has remained unknown to all except its inhabitants for uncounted centuries. What happens when a natural disaster exposes the town to the world and lets loose an ancient danger at the same time? Will the PCs aid those in need?

Cover of The Singing Stones
The Singing Stones
OSR
Levels 3–5
26 pages
0

"Investigate a mystical valley where stones can speak and monsters roam." "The Singing Stones" is a wilderness, point-crawl adventure for characters levels 3-5. It is set in a mystical valley known as Opera Valley, which is filled with sentient, speaking stones. It emphasizes exploration, interaction with unique environmental features, and solving mysteries through dialogue and puzzle-solving rather than straightforward combat. 23 keyed locations Written for the Old-School Essentials (OSE) rule system

Cover of SD4 - Safari on Dragon Isle
SD4 - Safari on Dragon Isle
5th Edition
Levels 4–5
31 pages
0

After enjoying a bit of free time in Cullifield while some members of your party finish their training, you hear word of a quick trip out to sea. Further investigation leads you to understand a certain list needs fulfilled and a drunken sea captain is willing to split the profits. Well, no need to sit around on your hands…let’s hit the waves!

Cover of Rudwilla's Stew
Rudwilla's Stew
AD&D
Levels 1–2
15 pages
0

In Mulcrow, food - not music - soothes the savage beast. The adventure begins in the town of Griffondale whre the PCs encounter Jelmark, an emissary of the Duke of Mulcrow. Jelmark hires the party to help the witch Rudwilla prepare a special stew for a cantankerous bugbear chief who lives in the Rockforge Mountains. Bruggh the bugbear demans the stew once a year on his birthday.-- from the adventure. Pgs. 34-48

Cover of Breve Heeros Onli!
Breve Heeros Onli!
5th Edition
Levels 7–15
10 pages
0

Mount Black. A mountain filled with a myriad of creatures’ lairs, a crippled dragon that wants to control it once again, and a friendly kobold who can guide you to glory - for a price. Pgs. 8-17

Cover of Treasure of Talon Pass
Treasure of Talon Pass
4th Edition
Levels 2–3
30 pages
0

In Treasure of Talon Pass, the player characters explore an ancient mountain garrison in search of a jade chalice reputed to be worth a small fortune. But the path to the jade chalice isn’t easy. A dragon and its kobold minions have taken up residence in the garrison, and some undead soldiers from long ago still haunt its halls as well. Nor are the PCs the only ones seeking the jade chalice. A band of orc mercenaries known as the Nightfists are after the chalice . . . and they arrived at the dungeon only minutes before the PCs

Cover of Two Aromantics Spend an Entire Day Doing Everything Except Experiencing Romantic Attraction
Two Aromantics Spend an Entire Day Doing Everything Except Experiencing Romantic Attraction
5th Edition
Level 4
103 pages
0

You are aromantic, and your best friend is aromantic. There’s only one thing to do: go and fight a dragon. Two Aromantics Spend an Entire Day Doing Everything Except Experiencing Romantic Attraction is an unapologetically no-romo single-player adventure for a level 4 character. It should run for approximately 3-5 hours. This adventure requires at least some knowledge as to what it means to be aromantic. There are many useful resources available online for those unfamiliar with this term.

Cover of UK6 All That Glitters...
UK6 All That Glitters...
AD&D
Levels 5–7
32 pages
0

Jungle, tomb rading style adventure that sets the group to a new locale, with it's own eco systems and cultures. Exploration adventure, with glint of gold as a catalyst. The adventurers accidently find a map, which leads them to this unknown land. "Can you unravel the map's mysteries and find your way to the promised treasure? Or will your dreams end only in death and an unmarked grave far from home! Only the bravest characters of levels 3-5 will live to discover that all that glitters is not gold, but much, much more!" TSR 9126

Cover of CCC-GLIP-02-01 Blue Scales
CCC-GLIP-02-01 Blue Scales
5th Edition
Levels 5–10
38 pages
0

A behir has been hired to destroy the herds of aurochs necessary to feed the hobgoblin city of Glip Dak. Patrols and scouts continue to go missing, forcing the hobgoblins to hire mercenaries to track this behir as they recall their troops to the capital to maintain order as food riots break out.

Cover of They Dug Too Deep
They Dug Too Deep
OSR
Levels 1–4
3 pages
0

Greed blinds the eyes of contentment Dwarf miners discovered a precious stone deposit. Unfortunately, their greed led them to dig tunnels too deep. Upon breaching the walls of an unholy temple, the miners unleashed a bizarre creature that decimated them all. 'They Dug Too Deep' is a system-agnostic one-page dungeon about exploring an abandoned and mysterious dwarven mine. As characters delve into the site, they'll uncover that not everything is as it seems – a sealed entrance from the inside, the corpses of dwarves scattered around, strange messages on the walls... Play to discover what really happened! 2023 Winners' Circle One-page Dungeon! 'They Dug Too Deep' was awarded as one of the top 10 one-page dungeons in the 2023 One Page Dungeon Contest! To celebrate, we offer you some extra stuff to enhance your play experience. There is more underground than just precious stones... What you'll find here: A complete 18-room one-page dungeon with easy preparation. A GM's Pamphlet containing tips on how to run the adventure and compiling the most relevant information. 4 character sheets using the Vagari RPG rules system. 5 custom tokens for use in your favorite VTT. Mini-hexcrawl map (NEW!)

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.