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493 adventures found
Cover of League of the Red Serpent
League of the Red Serpent
BECMI
Levels 3–5
16 pages
0

Anandak, a red dragon, has taken over an abandoned dwarven stronghold as his lair. He has also assembled together a rough confederation of monsters to act as his bodyguard. Anandak is preparing to enter into an alliance with the Black Prince, the March Lord Draven. The plan is for Anandak's monster allies to terrorize the lands north and east of Knacker Knob while the Black Prince, on pretext of marching to the aid of Knacker Knob, take control of Knacker Knob and the surrounding region. An emissary from the Black Prince, Lord Gonzaga, is currently in the dungeon, and he is in possession of papers that might reveal the Black Prince's treasonous plot. The lair is horribly overcrowded because monsters of all tribes and gangs are gathered to take counsel with the red dragon. Monsters are sleeping in the hallways because there is so little room, and the antagonism between races is at flash point. The PCs may be able to fan these resentments into intermonster battles. League of the Red Serpent is the third dragon's lair to conquer. Part of TSR 1073 The Dragon's Den

Cover of Fallen Dawn
Fallen Dawn
Pathfinder
Level 5
41 pages
0

The Lotus Blossom Steppes have long been a land of disjointed tribes, squabbling with one another for central rulership. In the past, great rulers laid claim to the Steppes, bringing the tribes under a single banner for a great purpose—be it under the terrible dictatorship of a half-rakshasa khan or an enlightened visionary khan that leads the tribes beyond the borders of the Steppes. Yet there is great power tucked away behind the tribes’ individual banners. All it takes is an individual with enough ambition and enough power to change the destiny of the Lotus Blossom Steppes... and one ambitious man is on the hunt for the fragmented powers of the NewGod war. Can the PCs put an end to a rising warlord's ambitions, or will the Lotus Blossom Steppes fall again into tribal conflict?

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 THE TOWER OF BONDAGE 𝐏𝐚𝐫𝐭 𝟐 Fane of the Jailers
THE TOWER OF BONDAGE 𝐏𝐚𝐫𝐭 𝟐 Fane of the Jailers
5th Edition
14 pages
0

The Tower of Bondage 𝐏𝐚𝐫𝐭 𝟐 “Fane of the Jailers” takes you deeper into Aumvor the Undying’s dungeon of terror. As your players draw closer to the tower below, they will meet new horrors that include: ● 15 encounters with dark denizens including undead ● New Monster, “Walking Ooze” ● Margoyles of the AD&D era converted for 5th Edition. This adventure is part two of a six-part series that comprises six levels of dungeon and culminates in the PC’s escape from an underground prison of torture and madness, and if they choose, the destruction of the Lich known as Aumvor the Undying. In early 1320 DR Aumvor the Undying collected the greatest of all of the relics and lore of the Netherese Empire and secreted it away in his domain in Endless Caverns. There he awaited the return of the City of Shade. He did not have to wait long for it was but thirty eight years when it appeared. The undying one saw this as his long awaited opportunity to return and bring the Netherse Empire to its full glory. As quickly as it rose, it also fell, for even Aumvor could not foretell the advent of the second sundering. This change in the weave left him weakened and the nations placed under his yoke, rebelled. By 1487 DR the City of Shade fell and the end of Netheril was not far behind. From the ashes of an empire two times fallen, Aumvor the Undying plots again to restore Netheril. His ancient portal traps still in operation, he feeds on the living and grows strong again. Who can stop him? 𝐅𝐨𝐫 𝐦𝐨𝐫𝐞 𝐨𝐧 𝐀𝐮𝐦𝐯𝐨𝐫𝐞 𝐭𝐡𝐞 𝐔𝐧𝐝𝐲𝐢𝐧𝐠 𝐚𝐧𝐝 𝐭𝐡𝐞 𝐡𝐢𝐬𝐭𝐨𝐫𝐲 𝐨𝐟 𝐭𝐡𝐞 𝐄𝐦𝐩𝐢𝐫𝐞 𝐨𝐟 𝐍𝐞𝐭𝐡𝐞𝐫𝐢𝐥, 𝐜𝐨𝐧𝐬𝐮𝐥𝐭 𝐂𝐡𝐚𝐦𝐩𝐢𝐨𝐧𝐬 𝐨𝐟 𝐕𝐚𝐥𝐨𝐫 𝐚𝐧𝐝 𝐒𝐰𝐨𝐫𝐝 𝐂𝐨𝐚𝐬𝐭 𝐀𝐝𝐯𝐞𝐧𝐭𝐮𝐫𝐞𝐫’𝐬 𝐆𝐮𝐢𝐝𝐞. This exciting series presents the dungeons of Aumvor the Undying after the second sundering, desperately clinging to what little he has left. This may be the time to strike him down once and for all.

Cover of Menace of the Icy Spire
Menace of the Icy Spire
4th Edition
Level 2
19 pages
0

New to Loudwater, the heroes learn of a tower locked in ice in the nearby wilderness. Traveling there, they discover that the tower’s master left many surprises behind for the unwary. Also available with e 5e solo conversion: https://www.dmsguild.com/product/247505/DD-Solo-Adventure-Menace-of-the-Icy-Spire-5e-Solo-Conversion Pgs. 4-22

Cover of The Sword of Roele
The Sword of Roele
AD&D
Levels 5–8
64 pages
0

On the border between Anuire and the land of the Khinasi, the Three Brother Mages fight an ancient and immortal awnshegh, the Chimera. The game of cat and mouse has recently begun to draw regents from the entire region. Rumors say that the blade of the last Anuirean emperor, the Sword of Roele, has been tracked to the Chimera's domain, the Chimaeron. The fact that the Gorgon's armies are mustering in Kiergard seems to support the rumor. But choosing sides between the Chimera and the Three Brothers is not easy matter. If the chimera drives the Brothers out, the trade routes through the Chimaeron may be sealed, leaving the seas free for the Khinasi to monopolize trade. If the Brothers drive the Chimera from the magical sources that give her strength, they may establish a beachhead for the Khinasi traders, who are slowly gobbling up the lands of Anuire just as their own lands were once annexed by the empire long ago. Who will you and your comrades ally yourselves with? Who is the true enemy? Can you recover the Sword of Roele before anyone else does, and lay claim to the Iron Throne? This Birthright adventure is suitable for use with any party of three to six characters of levels 5-8, including at least one regent. You must have a copy of the AD&D game rules, the Birthright campaign setting, and the Cities of the Sun campaign expansion to play. TSR 3118

The Forgotten Man
AD&D
Levels 6–8
22 pages
0

"When the adventurers decide to help a man who has lost his memory, little do they realize he’s Gethirah Kugothan, the notorious anti-paladin! Can the man they know as “Michael” leave his evil past behind and become a champion of good? The answer lies in Gethirah’s former stronghold, a magnificent castle perched atop a waterfall." - Christopher Perkins From the magazine: "The Forgotten Man" is an AD&D adventure designed for 4-5 PCs of levels 6-8 (about 35 total levels)... This adventure focuses on Gethirah Kugothan (also known as Michael), a formerly evil man whose memory has since taken up residence in a church of the god of rebirth and renewal. The premise of the adventure hinges on the possibility that such a man can be turned from the path of evil and become good. The main goal of the PCs is to keep Gethirah from becoming the man he used to be.

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 DDIA05  A Great Upheaval
DDIA05 A Great Upheaval
5th Edition
Levels 1–4
22 pages
0

An Introductory Adventure for Storm King's Thunder. As evening approaches, you spot a wooden signpost next to a trail that heads north into the hills. Nailed to the post are three arrow-shaped signs. The two marked “Waterdeep” and “Daggerford” follow the High Road but point in opposite directions. The third, marked “Nightstone,” beckons you to follow the trail. If memory serves, Nightstone is roughly ten miles up the trail. This is Chapter 1 of the greater story available for free on the Dungeon Master's Guild.

Cover of Pathfinder Adventure Path #107: Scourge of the Godclaw (Hell's Vengeance 5 of 6)
Pathfinder Adventure Path #107: Scourge of the Godclaw (Hell's Vengeance 5 of 6)
Pathfinder
Level 13
96 pages
0

Now bound to Queen Abrogail by infernal contracts, the villainous adventurers are tasked with destroying the Glorious Reclamation's headquarters in the former citadel of the Hellknight Order of the Godclaw, where they face a gold dragon ally of Iomedae herself! Only if they can survive the terrible onslaught of this fearsome foe and secure the citadel from the revolutionaries can the vile characters succeed at their quest—to perform an evil ritual, using the dragon's head to craft a legendary weapon capable of defeating the Glorious Reclamation's army of valorous knights once and for all.

Cover of FVC10 - Lofty Pursuits
FVC10 - Lofty Pursuits
5th Edition
10 pages
0

After a series of successful exploits you and your associates decide it is time for a nice vacation. You pull into the large city of Breckengarden to take a few weeks off when you are approached by a courier. After a clandestine meeting you are informed that several well-known adventurers have been disappearing and the party has been asked to resolve the issue. The bigger problem is the likely source of the kidnappings is the master of the Cloud Giant kingdom that floats above the ground!

Cover of Rise of the Drow
Rise of the Drow
5th Edition
Levels 1–15
552 pages
0

If absolute power corrupts absolutely, Matron Maelora best beware; her plans for total domination of the Underworld are already close to satisfactory completion, while attacks on the Upperworld have become increasingly successful. The other power-hungry drow families of Holoth may despise her but they know a true leader when they see one, and House Gullion has been revealed as the family to lead them all on the path to glory. With the entire Underworld in chaos and the Spider Goddess regularly communing with her chosen Matron, far greater dreams than mere regional conquest are within the grasp of the drow, as Maelora prepares her grand dark elf army for victory! With other mystical allies standing firm with the Matron, other Underworld races beneath her heel or cowering behind fortified walls, and every drow ready to play their part when she gives the word, what could possibly stop her from achieving her final triumph and fulfilling her destiny? But even the greatest of plans has a flaw if you look hard enough, and a party of stout heart and strong resolve can make a difference. At first, such a party may well believe it is on a smaller adventure, perhaps to win a few baubles or some small acclaim by rescuing a few kidnapped villagers. Soon, however, those adventurers will realise that much more is at stake, and that they are the ones who will need to make moves against the evil Matron Maelora and her increasing dominance if both the entire Underworld and Upperworld are to be saved. But how will they go about it? Can they ensure their own success when an entire city is standing against them? Only they have the chance to halt the Rise of the Drow! Published by AAW Games.

Cover of True Level Adventure 2 Gate of Web and War
True Level Adventure 2 Gate of Web and War
AD&D
Level 2
6 pages
0

There is no particular overarching story here, just a prospect gate keep dungeon you can drop into your own sandbox and run as you see fit. This adventure is formatted to both 1E & 5E gaming rules.

Cover of Lost Mine of Phandelver
Lost Mine of Phandelver
5th Edition
Level 1
63 pages
18  0

"More than five hundred years ago, clans of dwarves and gnomes made an agreement known as the Phandelver’s Pact, by which they would share a rich mine in a wondrous cavern known as Wave Echo Cave. In addition to its mineral wealth, the mine contained great magical power. Human spellcasters allied themselves with the dwarves and gnomes to channel and bind that energy into a great forge (called the Forge of Spells), where magic items could be crafted. Times were good, and the nearby human town of Phandalin (pronounced fan-duh-lin) prospered as well. But then disaster struck when orcs swept through the North and laid waste to all in their path. A powerful force of orcs reinforced by evil mercenary wizards attacked wave echo cave to seize its riches and magic treasures. Human wizards fought alongside their dwarf and gnome allies to defend the Forge of Spells, and the ensuing spell battle destroyed much of the cavern. Few survived the cave-ins and tremors, and the location of Wave Echo Cave was lost. For centuries, rumours of buried riches have attracted treasure seekers and opportunists to the area around Phandalin, but no one has ever succeeded in locating the lost mine. In recent years, people have resettled the area. Phandalin is now a rough-and-tumble frontier town. More important, the Rockseeker brothers - a trio of dwarves - have discovered the entrance to Wave Echo Cave, and they intend to reopen the mines. Unfortunately for the Rockseekers, they are not the only ones interested in Wave Echo Cave. A mysterious villain known as the Black Spider controls a network of bandit gangs and goblin tribes in the area, and his agents have followed the Rockseekers to their prize. Now the Black Spider wants Wave Echo Cave for himself, and he is taking steps to make sure no one else knows where it is." Extra Info from AL.com users: by @marcellarius. "There are a variety of locations in this adventure: the town of Phandalin, a gang hideout, a ruined keep in the forest, a destroyed village, and Wave Echo Cave (a dungeon crawl). The adventure is written in a sandbox style and relies on the players to choose their path. Phandalin offers several side-quests which could serve as hooks for continuing adventures. The premade characters have ties in their backgrounds to NPCs and locations. If you're not using these you'll need to consider other ways to introduce key NPCs."

Cover of Melody
Melody
AD&D
Levels 6–8
6 pages
0

While traveling a mountainous road, the party hears a "song, echoing faintly through the hills around you--a single, achingly beautiful feminine voice that burns its sorrow straight into your gut. The words are Elvish, but you don't have to speak that language to understand the sense of loss and heartache that fills every note." --from the adventure. Includes map of the tower.

Cover of NC3 - Oppressor of the North
NC3 - Oppressor of the North
5th Edition
Levels 6–9
20 pages
0

Your players have ventured so far north that they are within reach of the last vestiges of humanity. You are weary from your travels and decide that a respite in Gregat, City of the Shrine. The area is also home to several other spots of interest that you may go to since you are in the region. This ‘sandbox’ style offers several adventures for your players but beware, they are just as deadly as any dungeon delve!

Cover of C5 The Bane of Llywelyn
C5 The Bane of Llywelyn
AD&D
Levels 4–7
32 pages
0

Excitement and unrest grip the land of Pellham. Two hundred years ago, the royal line of kings was deposed and replaced by a High Council. The current council is well-meaning but hopelessly incompetent. Everyone agrees that a drastic change is needed for the kingdom to survive. The ancient Prophecy of Brie foretells that in Pellham's darkest hour, a king from the past will return to restore the kingdom. The time of the prophecy is now. All is in readiness: the symbols of the ancient kings have been recovered, the keys to the royal tomb are in hand, powerful magics to revive the long-dead king have been secured at great cost. Only one problem remains... no one knows where the king is buried! The Bane of Llywelyn concludes the epic adventure of the Prophecy of Brie -- can YOU insure that the quest will be a success? The adventure can be played as a separate adventure or as the second part of the Prophecy of Brie series. TSR 9109

Cover of THE TOWER OF BONDAGE 𝐏𝐚𝐫𝐭 𝟑 The Upper Tower
THE TOWER OF BONDAGE 𝐏𝐚𝐫𝐭 𝟑 The Upper Tower
5th Edition
14 pages
0

This third installment of the Aumvor saga includes: ● 19 encounters ● Stats for Living Zombies (converted from 3.5e) ● and an introduction to the tower The adventure continues as your PCs make their way to the upper reaches of the tower and learn of the danger involved in moving deeper into Aumvor's dark realm. For centuries Aumvor the Undying has fed upon the life force of innocent folk who stumbled upon his portal traps. For centuries he has planned for and prepared for the eventual return of Netheril as a power in the world. That hope has now faded, and he has returned to his vault to regain strength and begin anew. Even now, he is deep in his tower vault plotting. 𝐁𝐞 𝐬𝐮𝐫𝐞 𝐭𝐨 𝐜𝐡𝐞𝐜𝐤 𝐨𝐮𝐭 𝐓𝐡𝐞 𝐓𝐨𝐰𝐞𝐫 𝐨𝐟 𝐁𝐨𝐧𝐝𝐚𝐠𝐞 𝐩𝐚𝐫𝐭 𝟏 “𝐀𝐮𝐦𝐯𝐨𝐫𝐬’ 𝐖𝐞𝐥𝐜𝐨𝐦𝐞” 𝐚𝐧𝐝 𝐩𝐚𝐫𝐭 𝟐 “𝐅𝐚𝐧𝐞 𝐨𝐟 𝐭𝐡𝐞 𝐉𝐚𝐢𝐥𝐞𝐫𝐬”.

Cover of Secrets of the Towers
Secrets of the Towers
AD&D
Level 1
9 pages
0

Stepping through a door can mean a grand adventure - or a horrifying death. The shortest distance between two points is not always a straight line. A number of magic towers connected by failing teleportation magic. Abandoned in ages past, other creatures now make the towers their homes, and provide challenges to parties of varying levels.

Cover of Con18 - 5 Abduction!
Con18 - 5 Abduction!
5th Edition
Levels 4–5
23 pages
0

This scenario was presented to Gryphcon's 30th anniversary last year. The party finds themselves coming to the Triland on their way to Taco Del Toro. This island chain is unique in that it has a land mass made of clouds, hovering over the island. Upon landing, your group discovers that the governor's child has been abducted by a Cloud Giantess. Time for your hero hats...