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99 adventures found
Cover of Hags of Red Rocks
Hags of Red Rocks
5th Edition
Levels 4–9
8 pages
0

A short adventure meant to be inserted into Storm Kings Thunder set on the small island group known as Red Rocks along the Sword Coast. The adventure faces the players of against a coven of hag sisters who have been threatening the region for some time. Hags of the Red Rocks is a encounter and mini-dungeon meant to be dropped into the D&D Adventures League Season 5 - Storm King's Thunder, but can easily be an evenings play for any group travelling along a treacherous coastline.

Cover of RA2 Ship of Horror
RA2 Ship of Horror
AD&D
Levels 8–10
63 pages
1

Horrible hauntings, cruel curses, dark secrets...this is no pleasure cruise! The mists of Ravenloft know no boundaries and observe no rules. One way or another, they always get what they want - this time with some help from a cursed captain and his ship. Player characters boarding an innocent-looking ship will soon find themselves aboard a haunted vessel, destined for an island inhabited by a new form of undead creatures. But that's not the end of the horror - an evil necromancer lies at the root of the evil on the island. The battle isn't over until he's been defeated! Ship of Horror is an adventure set in Ravenloft with two beginnings: one for PCs already in Ravenloft, and one for DMs looking for a way to push his PCs into Ravenloft from other worlds. The adventure includes three new monsters, new spells, and several handouts ready for distribution to players. Ship of Horror is an adventure for four to six players of levels 8-10 looking for grisly chills and thrills! TSR 9321

Cover of The Deadly Sea
The Deadly Sea
AD&D
Levels 4–7
13 pages
0

A desperate rescue beneath the waves. The Deadly Sea is an oceanic quest for 4-8 characters of 4th-7th level in the AD&D® game. The use of magical items or spells which aid undersea combat, movement, and breathing is strongly advised. The ability to open locks is also helpful, as are mariner skills and knowledge. See additional notes in the section ‘‘For the Dungeon Master.” The adventure begins at a seaport which the Dungeon Master should name and develop as desired, to fit the circumstances of his campaign. The names of other areas may be changed to fit the campaign as well. This module requires some detailing and planning prior to use.

Cover of Coral Colosseum
Coral Colosseum
5th Edition
Level 2
1 pages
0

Stormy seas rock your vessel, tossing her about like a toy in the jaws of a hound. Thunder rolls in the distance. Then, an arc of lightning splits the sky, and the sound like an exploding fireball all but bursts your eardrums. Your mainmast, struck by lightning, burns, splinters, and topples onto the deck like a felled oak. The last thing you hear is the cracking of wood as the deck explodes into splinters, and the ship is torn asunder. All goes black. You awaken in shackles, half-submerged in water, and surrounded by salmon-pink coral. You survived, but what fate awaits you now? The sound of soggy footsteps echo down the hallway. A creature approaches with an answer. This week’s encounter is Coral Colosseum, a combat encounter in which the characters must prove themselves as worthy gladiators to escape the clutches of a ruthless sahuagin baron. This encounter can serve as a follow-up to Encounter of the Week: Sharkfin Shipwreck, or as a stand-alone mini-adventure. It could also serve as an introduction to Ghosts of Saltmarsh, which releases on May 21st, 2019.

Cover of The Pillars of Pelagia
The Pillars of Pelagia
5th Edition
Level 3
48 pages
0

Along the windswept sea coast are several natural stone columns, sacred to the Sea Goddess Pelagia. One of these pillars is the tower of a reclusive wizard, a devout follower of Pelagia. But the wizard has gone missing, and the locals suspect foul play. Surely a powerful wizard must have many enemies! A band of fledgling heroes is tasked with entering one of the Pillars of Pelagia to contend with all manner of magical defenses, while uncovering cryptic clues to the wizard’s disappearance planted by an unknown benefactor. The insidious evil plot they uncover could spell eventual doom for the surface world. But the Pillars are sacred to Pelagia, and the Sea Goddess herself might just play a minor role, aiding the heroes as they attempt to thwart a nefarious plot.

Cover of After the Storm
After the Storm
AD&D
Levels 8–10
12 pages
0

The strangest things wash up on the beach sometimes. The inhabitants of the Acitoff coastline are accustomed to storms, but last week the largest hurricane ever recorded swiftly struck a 60-mile stretch of coastline. The first day after the hurricane, mysterious bodies started floating to surface. They bore the symbol of the feared pirate, Jaggertooth Grin! Now it is up to the adventurers to locate the pirate ship and claim the treasure. The adventurers will have to fight the creatures of the deep in this primarily underwater adventure. Pgs. 3-14

Cover of Intrigue in the Depths
Intrigue in the Depths
AD&D
Levels 4–7
14 pages
0

Stopping an undersea war wasn't in your contract. The seas will boil with war, and you're going to be right in the middle of it. Pgs. 34-47

Cover of The Haunted Hamlet - and other hexes
The Haunted Hamlet - and other hexes
OSR
Low Level
40 pages
0

The Haunted Hamlet and other hexes details four unique modular locations for your game. Made for old school essentials, but can easily be used with other old-school systems or even 5E. The four locations detailed in the zine focus on gameable content and being easy to use at the table. The locations are not connected to one another and can be sprinkled onto your campaign map however you like, or run as one shots. The PDF is graphic and art heavy and utilizes random tables and other tools to make it easier for GMs to run in a pinch. Details: 40 pages Single column text 8.5 x 5.5 aspect Black & White Bookmarks Four hex locations Random tables A rival NPC party A sky merchant A one page town Two hirelings

Cover of Rappan Athuk - The Dungeon of Graves (5E)
Rappan Athuk - The Dungeon of Graves (5E)
5th Edition
Levels 4–7
662 pages
0

The Dungeon of Graves, is nothing more and nothing less than a good, old–fashioned, First Edition dungeon crawl updated for the 5th Edition Roleplaying Game. Very difficult, it should strike fear into the hearts of the most stalwart adventurers. It offers an abundance of traps, tricks, and monsters. We hope that you find this module as fun and exciting as those thousands of players who have ventured into (and not as often out of) the endless caverns and mazes of Rappan Athuk—The Dungeon of Graves. Rappan Athuk is a difficult dungeon. Even the upper dungeon levels should not be attempted by a party of less than six mid-level characters.

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 FVC9 - Royal Recovery
FVC9 - Royal Recovery
5th Edition
High Level
18 pages
0

FVC9 – Royal Recovery is a short adventure involving a lost princess. A peace accord is in jeopardy when a royal wedding may be postponed due to a missing bride. She was secretly coming to Tol Borron, home to her future suitor, but her ship is now missing. The party has been asked by a gypsy, working on behalf of the king, to head towards the Horns of Barnack where some debris has been located. Will your party be able to solve the mystery of the missing princess?

Cover of Pearlescent Temple
Pearlescent Temple
5th Edition
Levels 6–8
17 pages
0

A recent earthquake has brought forth ancient evil from beneath the waves, to terrorize a sleepy coastal town. People are disappearing. The heroes will sail to an ancient, steam-powered temple in the ocean. They'll encounter mad fishmen, deadly traps, and ancient horrors that slumbered until now.

Cover of The Sea Demon's Gold
The Sea Demon's Gold
5th Edition
Level 1
34 pages
0

The Heart of the Haunted Sea e adventurers are on a storm-wracked ship, seeking the island of a long-forgotten, abandoned temple to the Sea Demon. In the temple, an extinct people sacrificed their wealth, their criminals, and their kings to quell the demon’s wrath. Untold treasure is said to just be lying there. Are your heroes bold or ruthless enough to claim it? Written by Shane Ivey and illustrated by Kurt Komoda, “The Sea Demon’s Gold” is an adventure for the Fi h Edition of the world’s most popular fantasy role-playing game. It can be played in any fantasy world you choose. It also makes the perfect introduction to the Broken Empire, a world of ancient mysteries, perils, power, and corruption featured in the Swords & Sorceries adventure line by Arc Dream Publishing.

Cover of WS1.5 The Pearl of Madness
WS1.5 The Pearl of Madness
AD&D
Levels 1–3
10 pages
0

The Pearl of Madness is a companion adventure made to go along with the events unfolding prior to the core adventure founding Folio #14 (WS1 ). It contains the information needed to run a side adventure that will help characters gain a degree of experience before setting out into the interior of the Isle of Jade. Thunder booms on the north of the isle and a dark rain falls on the inland swamps prompting the village chief to deny the characters canoes for their journey for another day. This respite offers the characters a chance to participate in a village tradition, the pearl dive. With whispers of great wealth at the bottom of a secluded cove, the players prepare for a dive that will provide more than the mundane. When the Isle of Jade begins to rumble, the islanders cancel the player's expedition to the inland. However, it is still a beautiful day for a pearl dive. Can the players find fortune in the tranquil waters of a hidden cove, or does something more sinister lurk there? This adventure is formatted to both 1E & 5E gaming rules.

Cover of Blood of the Ice
Blood of the Ice
5th Edition
Levels 5–10
20 pages
0

The unease penetrates deep in the heart of the town of Wildereach. Amalgamous bodies have been found, frozen, roaming, howling. A cloaked figure looms, suspected of snatching townsfolk when the midnight sun hits its darkest points. A creature of the deep tries to stop all that enter it's domain. Many strange happenings, here in Wildereach, is something bigger at play?

Cover of Locathah Rising
Locathah Rising
5th Edition
Level 9
39 pages
0

The Sea of Fallen Stars connects the eastern and western sides of Faerûn. Many nations that border shorelines along its vast expanse also maintain major navies and trade fleets. A plethora of creatures and humanoid races typically found in the ocean depths live there, including sahuagin, sea elves, merfolk, and locathah. This is a story about what happens when a normally peaceful species is pushed to the point of open conflict. As elemental forces threaten the safety of the nearby locathah communities, heroes rise from among their number to strike back and defend their homes and families. Locathah Rising is a DUNGEONS & DRAGONS adventure designed for 9th-level characters.

Cover of Encounters on the Savage Seas
Encounters on the Savage Seas
5th Edition
Levels 1–10
100 pages
0

Greetings! I've created a sea-themed supplement that you might find uuseful: Encounters on the Savage Seas is a 100-page supplement containing mini-adventures, NPCs, new ships, locations, and magic items. In all, the writers have produced 19 unique encounters, NPCs, and locations for you to add to any nautical campaign. We’ve even included scaling suggestions so they can be used with different party levels. •Visit the township of Badu - the village riding on the back of a gigantic dragon turtle •Encounter space pirates •Interact with goblin pirates commanding strange water vehicles •Roleplay with Loan Sharks •Endure the Fog of Horrors •and so much more.... You can view the 30-page preview by clicking this link:https://www.dmsguild.com/product/270757/Encounters-on-the-Savage-Seas Also, go grab my FREE playable race: Otterfolk: https://www.dmsguild.com/product/267692/Otterfolk I hope you enjoy the content if you pick it up!

Cover of Pathfinder Adventure Path #46: Wake of the Watcher (Carrion Crown 4 of 6)
Pathfinder Adventure Path #46: Wake of the Watcher (Carrion Crown 4 of 6)
Pathfinder
Level 9
96 pages
0

Part 4 of the Carrion Crown Adventure Path brings the heroes to the small fishing village of Illmarsh. The party is searching for a dark rider of the necromantic Whispering Way cult and will discover the strange practices of the deeply religious inhabitants of Illmarsh. Rumors of madness, strange disappearances and human sacrifices to things best left unnamed lead them to investigate the town church and its history. They'll find a desperate people, caught in a war between beings from beneath the seas and invaders from the darkest corners of the cosmos. Can the heroes save Illmarsh from its tradition of terror? It is worth noting that this story is heavily inspired by The Shadow over Innsmouth by H.P. Lovecraft and the role playing game Call of Cthulhu. If you're planning on going through the whole adventure path of Carrion Crown, the module Carrion Hill could easily be fit between book 3 and 4, as the party will travel directly through the area where this one shot adventure takes place. This book includes: - “Wake of the Watcher,” a Pathfinder RPG adventure for 9th-level characters, by Greg A. Vaughan - Blasphemous secrets of the foul faiths known collectively as the Old Cults and sanity-shattering gods such as Azathoth, Nyarlathotep, and Cthulhu, by James Jacobs - A giant bestiary filled with eight classic monsters inspired by the writing of H. P. Lovecraft and the tales of the Cthulhu Mythos, by James Jacobs and Greg A. Vaughan - Laurel Cylphra’s discovery that the dead aren’t the only dangers in Ardis in a new entry into the Pathfinder’s Journal, by F. Wesley Schneider.

Cover of Storm King's Thunder
Storm King's Thunder
5th Edition
Levels 1–5
256 pages
0

Giants have emerged from their strongholds to threaten civilization as never before. Hill giants are stealing all the grain and livestock they can, while stone giants have been scouring settlements that have been around forever. Fire giants are press-ganging the small folk into the desert, while frost giant longships have been pillaging along the Sword Coast. Even the elusive cloud giants have been witnessed, their wondrous floating cities appearing above Waterdeep and Baldur’s Gate. Where is the storm giant King Hekaton, who is tasked with keeping order among the giants? The humans, dwarves, elves, and other small folk of the Sword Coast will be crushed underfoot from the onslaught of these giant foes. The only chance at survival is for the small folk to work together to investigate this invasion and harness the power of rune magic, the giants’ weapon against their ancient enemy the dragons. The only way the people of Faerun can restore order is to use the giants’ own power against them.

Cover of Sea Reavers of the Shrouded Crags
Sea Reavers of the Shrouded Crags
4th Edition
Level 15
29 pages
0

A group of mysterious, sea raiders— capable of appearing from out of nowhere, striking, and disappearing— has terrorized a group of coastal states for some time. Now the leader of the states has asked the characters to infiltrate the raiders, find out how they operate, and put a stop to their activities. But once the heroes join the raiders, things aren’t as clear as they were led to believe. Will they succeed at their mission? Or join the raiders themselves? Pgs. 54-82