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205 adventures found
Cover of Nanfield
Nanfield
5th Edition
Levels 1–6
8 pages
0

Nanfield is an island village of over 50 NPCs with mysteries plaguing both its present and its past. It contains a unique ecosystem and economy and a ship full of friendly pirates that will invite you by for dinner after accidentally attacking your party. It can be inserted into any campaign as an interlude during a travel montage, as a one-shot encounter, or as the base of future adventures. Nanfield contains over 50 NPCs you can use, several very unique and compelling characters, a Druid stat-bloc, a ship-to-ship fight, an investigation, and a fight with a Harpy (or more, depending on the outcome of the investigation).

Cover of The Goblin Bathwater Incident
The Goblin Bathwater Incident
5th Edition
Level 1
54 pages
0

Synopsis: Goblin Bathwater, a magical drug, has taken hold in a sleepy coastal town at the edge of the Empire. As the characters investigate the origin of the drug, they uncover an international criminal conspiracy, wild and ancient magic, and a threat to reality itself. Contents: This beautifully made, 54-page adventure offers: A fully fleshed out, setting-agnostic starter area, brimming with colourful NPCs and hooks for adventure. Balanced encounters to bring characters to level 2; then some more devious encounters on their way to level 3. Three mini-dungeons built on the design philosophy of the "5 room dungeon method" Multiple big, cinematic set-piece boss encounters what will make your players feel epic. A facetted intrigue, which does not immediately suggest a simple, ready-made solution but invites the players to come up with their own, personal approach. Why pick this adventure? Hey, my name is Marius. This is my first time publishing on the DMs Guild but I wouldn't call myself a newcomer. I started playing Pathfinder 1e back in 2014. When I took over as our group's DM in 2019, we swapped over to 5e. We have run many, many modules and adventures since. Currently I play three games a week. In short: You could say I'm hooked. I created The Goblin Bathwater Incident as the ideal adventure for in-between your big modules, but it isn't a simple little adventure. With a playtime of about 30 hours, it still manages to hit that sweet-spot, where it establishes context, makes you grow fond of NPCs, and makes those big bossfight wins so much sweeter, all without taking more than a few sessions. The Goblin Bathwater Incident is different from many of the 1st tier adventures in that it pits the characters against traps and monsters, but also asks difficult, open-ended ethical questions, where a simple strategy of "apply sword to head of bad guy" will not cut it.

Cover of The Sea Wyvern's Wake
The Sea Wyvern's Wake
3.5 Edition
Levels 5–7
43 pages
0

All ocean voyages are fraught with peril, yet a voyage to the infamous Isle of Dread might seem to some old salts to be a deliberate goading of the gods of the sea. Many of those who have attempted the voyage before managed to return to civilization often choose not to speak of the trials they experienced on that dangerous route, yet those whose lips can be loosened by a draught of grog whisper amazing stories... tales of pirates, sea monsters, terrifying storms, and perhaps most harrowing of all, of a strange and sinister land without land, a floating graveyard of dead ships mired in a sargasso the size of an island. This place has many names, but its most well-known may be it's most apt - Journey's End. "The Sea Wyvern's Wake" is the third chapter of the Savage Tide Adventure Path, a complete campaign consisting of 12 adventures appearing in Dungeon magazine. For additional aid in running this campaign, check out Dragon magazine's monthly "Savage Tidings" articles, a series that helps players and DMs prepare for and expand upon the campaign. Issue #350 of Dragon magazine features a regional guide to the seafaring environs the PCs can expect on the journey to the Isle of Dread. It’s time to bid farewell to the city of Sasserine as the PCs board the Sea Wyvern for a 3,000-mile voyage south into the uncharted waters of the Vohoun Ocean. Their destination: the Isle of Dread. Pgs. 16-48

Cover of Huzza's Goblin O'war
Huzza's Goblin O'war
AD&D
Levels 4–7
4 pages
0

Look who's dropping in. A short encounter with a most unusual boarding party. A ruthlus pirate has been terrorizing a local port and it is up to the party to hunt him down and capture his ship. Pgs. 30-33

Cover of F8 - Grotto of Torla Mir
F8 - Grotto of Torla Mir
AD&D
Levels 4–6
17 pages
0

Your group has been requested by Archbishop Telamor Constran from the Church of Koassak to go on a rescue mission for one of his missing brothers who was taken by pirates. You have been enlisted because of your growing fame to barter a release out of the Pirate Lord Hannibal the Black. After three days of storms you awake to a really bad sound....Abandon Ship!

Cover of The Vaka's Curse
The Vaka's Curse
AD&D
Levels 2–7
7 pages
0

Sail beyond the realm of the living. The wages of sin is sometimes worse than death. "The Vaka's Curse" is a short AD&D adventure for two PCs. The adventure is set entirely on board a ship, so it can occur whenever the PCs take a sea voyage. At least one PC should possess a silver or magical weapon. Pgs. 8-13 & 70

Cover of MHI - 15 Pride of Glittergold
MHI - 15 Pride of Glittergold
5th Edition
Level 2
15 pages
0

Your quartet of 2nd level adventurers are headed to the city to get a nice paying job when they miss the ferry. Thinking quickly, the group opts to take the long way around, on foot, and stumbles upon a "deserted" Gnome pleasure craft? This offering was a fantastic time for the Murder Hobo Inc. podcast show on Twitch. The series features a rotating cast for a two hour game every week. They also offer a "talk show" format every Tuesday. We urge you to check us out: twitch.com/mhoboinc and don't forget to follow!

Cover of NC1 - Noteflame Coast
NC1 - Noteflame Coast
5th Edition
Levels 6–8
25 pages
0

As the PCs opt to leave the “friendly” confines of the Duchy of Starryshade due to some unfortunate misunderstanding, they head north. The Noteflame Coast is filled with desolate reaches, humanoids of all types, and the home base of the Corsair Council. The major community in this county is Kale Bay but getting there won’t be easy. This offering is more of a sandbox style with several optional adventures.

Cover of Drastic Measures: A First Level Spelljammer Adventure
Drastic Measures: A First Level Spelljammer Adventure
5th Edition
Level 1
22 pages
0

Drastic Measures is a two to three hour adventure for four to six first level characters in a new Spelljammer campaign. It is designed to be a springboard for new players to introduce their characters and come together as a team. The DM can use this adventure as a foundation for any new Spelljammer campaign or as a hefty one-shot adventure. Upon completion of this adventure, the characters will advance to second level and the DM will have a menu of ideas for a continued campaign. This publication has 22 pages and includes a deck plan and statistics for a brand-new spelljamming ship, stat blocks for convenience, and an appendix for determining the mysterious reasons why the characters find themselves aboard this unusual ship. This adventure assumes you already own the D&D core rulebooks and the Spelljammer: Adventures in Space boxed set. The adventure begins with confusion, a ghostly warning and clouded memories as the players awaken from a deep sleep within an unfamiliar vessel – the Drastic Measures – adrift among the wreckage of a ship graveyard in deep space. They must work together to find their equipment, get the ship up and running, and defend themselves from oncoming pirates. A handful of oddball NPCs aids the players as they come to realize this is no ordinary ship. The DM will delight in answering such questions as why are the players here? Why were they in hibernation? Who built this ship, and why?

Cover of Pathfinder Adventure Path #88: Valley of the Brain Collectors (Iron Gods 4 of 6)
Pathfinder Adventure Path #88: Valley of the Brain Collectors (Iron Gods 4 of 6)
Pathfinder
Levels 10–13
96 pages
0

Book 4 in the Iron Gods campaign: A great threat is rising in Silver Mount, but a precious item belonging to a mysterious entity called Casandalee has yet to be found. With the Dominion of the Black still an ever-present danger, players must navigate a dangerous canyon, the Scar of the Spider, in hopes of learning more about their enemies, and to accomplish their mission.

Cover of All Eyes on Chult
All Eyes on Chult
5th Edition
Level 1
17 pages
0

All Eyes on Chult is a 2–3 session adventure for player characters of 1st level. These characters will rise to 3rd level by the end of the adventure. It takes place in Port Nyanzaru, Chult just after two ships flying black flags enter the port under cover of dark. Though this takes place in locales familiar to players of the Tomb of Annihilation storyline and can be played as a side quest in Port Nyanzaru, it has no relation to the Death Curse nor any other major plot elements of Tomb of Annihilation. Instead, it focuses on two nefarious Faerûnian factions—the Zhentarim and the Xanathar Guild—working together to plunder Chult for their own gain.

Cover of X13 Crown of Ancient Glory
X13 Crown of Ancient Glory
BECMI
Levels 7–10
64 pages
0

Lots of stronghold assaults and shipboard travel/encounters in this one. This adventure's deep political basis might be seen as an introduction for the domain-focused adventures of Companion-level play. This adventure is for use with the Dungeons & Dragons Basic, Expert, and Companion Rules, and includes the intrigue of engaging with nobility's lands and agendas. Intro: All is not well in the kingdom of Vestland. Not only is the king dead and the holy Sonora Crown missing, but the heir to the kingdom was lost at birth and no on knows where to find him. As if this wasn't bad enough, the forces of the Ethengar Khanate, never on the best of terms with Vestland, are now massing on the borders, hoping to take advantage of Vestland's plight. To complete the rosy picture, traitors from within also threaten to speed the downfall of the High Kingdom. Sounds like a job for you. You must find the long-lost heir to the kingdom and recover the Sonora Crown, the mystical device without which a king cannot be crowned. Standing in your way are traitors and spies from within and invaders from without the kingdom of Vestland. Time is running out! Can you save Vestland from disaster? TSR 9218

Cover of Stars Over Stormwreck
Stars Over Stormwreck
5th Edition
Level 5
19 pages
0

Stars Over Stormwreck is a short adventure for four to five characters with an Average Character Level of 4. This product is designed to act as a bridge adventure between the Dungeons & Dragons Starter Set adventure Dragons of Stormwreck Isle and the Spelljammer: Adventures in Space adventure Light of Xaryxis. Dragons of Stormwreck Isle takes characters from 1st level to 4th level, while Light of Xaryxis begins at 5th level. During Stars Over Stormwreck, the characters travel from Stormwreck Isle to the city of Luskan, with the challenges of that journey taking them from 4th to 5th level and preparing them to enter the adventure in Light of Xaryxis. This adventure assumes you already own both the D&D Starter Set: Dragons of Stormwreck Isle and the Spelljammer: Adventures in Space boxed set. About the Adventure As a new group of heroes engages with the challenges and revelations of Dragons of Stormwreck Isle, the discovery of a mysterious relic from another world suggests that even greater adventures lie ahead. After their Stormwreck trials are done, the characters take sea passage to Luskan on the trade ship the Western Wind, hoping to learn more about the mysterious egg that’s come into their possession. The trip will not be easy, though, as an attack by sea-elf cultists, the threat of mutiny, and the escape of dangerous creatures from the ship’s hold all threaten to cut short the party’s journey. And all the while, strange storms of shooting stars appear across the night sky like some sort of prophecy—but of coming glory, or of imminent destruction? Stat blocks are included, as well as an Astral Sea Encounter Generator Appendix and a Wildspace Generator Appendix, supplying you with new DM tools for your Spelljammer campaigns.

Cover of The Locrian Way
The Locrian Way
5th Edition
Level 3
9 pages
0

Driven off course by a devastating storm, you crash land on an island where sailors are lured beyond the foreboding treeline. While searching for your comrades, you find yourselves trapped between two warring cultures. Can you unlock the mysteries of Locria before it kills you? Pgs. 51-59

Cover of Back To The Sea
Back To The Sea
5th Edition
Levels 3–4
11 pages
0

Uncover the curious tale... When the party are shipwrecked they take shelter in an old forgotten cottage. They soon find themselves uncovering the mysterious death. One thing is for sure, they are not alone... Back to the sea is a 3-5 hour one shot, recommended for Level 3-4 adventurers. It offers a refreshing and different look at Ghosts in D&D. Contains 3 beautiful original digitally illustrated Maps. Unique Monsters and interesting combat scenario. Encourages player creativity and problem solving. Screen reader version.

Cover of Desert Angel Fiasco (OSR)
Desert Angel Fiasco (OSR)
OSR
Levels 1–3
25 pages
0

INTRODUCTION Some say the world is dying. Others say the desert is growing. In either case, merchants and princes always desire new ways to cross the Great Sand Sea. Today, someone has found a way to fly over it. Who will tempt fate and join the maiden voyage of the Desert Angel? No one knows what dangers or treasure have lain hidden in the heart of the desert for all these eons. If you survive, you will be the first. ONE-SHOT This adventure is intended as a one-shot, but it can easily be inserted into a campaign. Any time your players wish to travel to a distant city, you can simply say there is a large desert in their way, but luckily there is a new flying ship they can travel on. Good luck with that! DESIGN NOTES This adventure is intended for low-level characters (1-3). It is primarily geared for social encounters and combat. It runs 2 to 5 hours. Players ride a flying ship across the desert. Monsters attack. Passengers plot treachery. Mysterious locations appear. You can keep the tone serious or play up this ridiculous sequence of disasters for laughs.

Tide of Retribution
5th Edition
Level 1
11 pages
0

Trouble darkens the shores of the Vezdali Peninsula when an earthquake hits, sending part of the village of Palma Flora down into the sea. Seizing their chance a tribe of Sahugain descend upon the village, lead by their leader Selachai, a Sahugain Warlock.

Cover of Adventures By FishPirate: Mud of Rygar I & II
Adventures By FishPirate: Mud of Rygar I & II
5th Edition
Levels 1–2
50 pages
0

The PCs are hired to escort a merchant boat to Rygar, a new settlement that has sprung up on the banks of a tributary of the Neverwinter River deep in the Neverwinter Woods. The mud of Rygar is much desired by potters for its physical attributes, but it is also desired for a mating ritual by a tribe of lizardfolk. What happens when the lizardfolk show up to roll in the mud? This product now contains Part I: Into the Mud, and Pat II: Out of the Mud. It includes new monsters, a new settlement with brief descriptions of many of the townspeople and buildings, maps, new feats, and new weapons.

Cover of WS5.5 The Sunken City
WS5.5 The Sunken City
AD&D
Levels 8–11
10 pages
0

The Sunken City is a companion adventure made to go along with events unfolding in Folio #18 (WS5 The Shattered Tower). It contains the information needed to run a side adventure that will help characters in their journey through The Corsair Mists. After completing the tests of The Shattered Tower, the players are invited by the sea elven queen to ward their ship and crew from the Ghost Eye Corruption that lurks within the mists. Plunging into the waters that now cover one of the lost trade cities of Uthoria, the players must overcome a corrupted dwarven temple to find the cure for the contagion before it can take over their ship. This adventure is formatted to both 1E & 5E gaming rules.

Cover of CCC-BMG-MOON13-1 Lure of the Reefs
CCC-BMG-MOON13-1 Lure of the Reefs
5th Edition
Levels 11–16
35 pages
0

Ships have disappeared amongst the Norheim Islands, almost all of them carrying refugees from Norland. An expedition, sent to find the cause, has similarly vanished without a trace. Most blame lack of experience with the treacherous local waters, but a few whisper of a more sinister cause, something that lures the desperate to their doom. Initiates of the Flame are looking for powerful adventurers to help since the authorities have more pressing trouble.