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107 adventures found
Cover of FS9 - Water Weird's Wake
FS9 - Water Weird's Wake
AD&D
Levels 2–4
27 pages
0

This solo adventure is designed as an adventure to teach the PC that sometimes you need help in solving tough problems. The adventurer learns that Ortella the Druid is seeking assistance in obtaining spell components to help the local village. It seems that the community has a magical phantasm causing problems in its lake and they need help in the form of Ortella and Ortella needs your help!

Cover of The Temple of Pure Water
The Temple of Pure Water
5th Edition
Levels 6–8
10 pages
0

Deep beneath the surface of a lake flourishing with aquatic life is the Temple of Pure Water. Within its walls your players will encounter dangerous aquatic flora, a deadly submerged temple, a sea dragon statue with power lurking within, and even a rapid downhill boat ride with sharks. Water in small doses is an elixir of life, but it large enough quantities your players may be left in over their heads as they make their way through this underwater adventure.

Cover of Tammeraut's Fate
Tammeraut's Fate
3.5 Edition
Levels 6–10
31 pages
0

Ten years ago, zombies arose from the foamy sea to take vengeance against the inhabitants of Firewatch Island. Now, they have risen again, just in time to welcome the visiting player characters! Will your heroes manage to escape the island with their lives (to say nothing of their delicious brains)? The PCs have to clear the island and learn its secrets, then defend it against an undead attack and then travel to the bottom of the ocean to seal Dagon's Maw! Pgs. 19-50 Updated to 5th Edition in Ghosts of Saltmarsh

Cover of Lore of Aetherra: The Lost Druid
Lore of Aetherra: The Lost Druid
5th Edition
Levels 1–5
265 pages
0

Lore of Aetherra: The Lost Druid is an award-winning 5th Edition adventure designed to bring characters from level one to five, and is the first in an expansive 4-book saga of science-fantasy adventures that will take your players to level 20. Fano. Things here haven't always been so grim. Time and chance have conspired to transform this once magnificent city upon the lake into a run-down sanctum for the destitute and depraved alike. Those who would see Fano renewed seek a lost druid who brings with him the hope to restore the city to its former glory and awaken the ancient technology hidden deep within its constructs. Could Fano's awakening usher in a new era of peace and prosperity, or will it unearth a conspiracy lurking in the shadows? Lore of Aetherra: The Lost Druid is a 5th Edition adventure designed to bring characters from level one to five, and is the first in an expansive 4-book saga of science-fantasy adventures that will take your players to level 20. A uniquely immersive RPG experience, The Lost Druid employs a myriad of digital content that can be experienced using the Alchemy RPG platform. Enjoy a cinematic storytelling structure, breaking chapters into scenes supplemented by expansive soundscapes, dynamic musical scores, voice-acted flavor text, and environmental motion graphics. 2023 IPPY Awards Winner: GOLD in Reference Product Contents: Over 250 Pages Over 2 hours of Audio Content 5 Premade Player Characters 6 Side Quests 7 Tavern Mini Games 35 New NPCs and Monsters Maps: 8 area, 1 city, and 1 region New Backgrounds, Spells, and Magic Items Over 60 NPC Profile Blocks AI Combat Tactics for Every Encounter Published by HITPOINT Press

Cover of Tooth and Fin
Tooth and Fin
5th Edition
Level 5
9 pages
0

The Merfolk Queen asks adventurers to help retrieve merfolk roe (eggs) from a sahuagin raiding party lead by a sahuagin priestess, with custom water-based magic items as reward. The adventure is for three to four 5th level adventurers at a hard difficulty. Pgs. 137-145

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 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 FN6 - Sunken Temple of Bulu
FN6 - Sunken Temple of Bulu
AD&D
Levels 4–6
15 pages
0

Tillius Morganstein aka the Mad Mage has selected your group to investigate an ancient temple hidden below the peaceful waters of Lake Springwood. The wizard is too old to investigate the area himself and has enlisted your help. While he has studied the ancient texts dedicated to "Bulu" he cannot define what dangers may lurk or what treasures may await those brave enough to delve into the submerged halls but surely the rewards will be great!

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 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 The Sea Witch
The Sea Witch
3rd Edition
Level 10
8 pages
0

The Sea Witch is a short adventure for four 10th-level characters. The difficulty of the adventure can be adjusted by changing the level of main antagonist (Black Molly, the sea hag pirate) or by altering the number of her ogre servants. To tailor the encounter to groups of different levels, refer to table 4-1 in Chapter 4 of the DUNGEON MASTER’S GUIDE. The adventure is set off a lightly populated coastline known as Misty Bay, but adapts easily to any coastal region in existing campaigns. The sea hag known as Black Molly is a notorious pirate who has plagued the coastal cities for the better part of a decade. A successful Knowledge (local) check (DC 15) will reveal that Molly and her ogre crew have a filthy reputation as merciless killers who delight not only in plundering vessels for their riches, but also in destroying the ships themselves and sending all hands to the bottom of the sea. Now the villain and her followers have seized control of the Old Lighthouse of Misty Bay located off a lightly populated coastline. For generations the lighthouse beacon has protected the fishermen of this region, warning them of the dangerous rocks that lurk just below the level of the high tides. Recently, the hag has put out the beacon, darkening the lighthouse; misery and destruction are sure to follow as ships start to blunder into the rocks. Blackmail is apparently Black Molly’s aim in this venture: She conveyed a message to the nearest shore community, the fishing village of Poisson, demanding the princely sum of 50,000 gp. Until she receives this ransom, she intends to hold the lighthouse and its beacon hostage. The fate of the human keepers who tend the lighthouse is unknown to the seaside communities at this time, but they fear the worst. The Sea Witch is ostensibly a rescue mission: The PCs are pitted against the evil of Black Molly and the brawn of her savage ogre crew. It is the heroes’ task to retake the lighthouse and, if possible, free its captives from the clutches of their jailer. What neither the PCs nor the shore communities yet realize is that while she 1would be pleased to have the gold, Black Molly is in fact after bigger treasure. Molly has no intention of giving up the lighthouse — at least, not until she finds what her master sent her here for. Lying on the sea floor practically at the base of the rock on which the lighthouse sits is the wreck of the war galley Flying Cloud, which according to popular legend was captained by a cleric who wore around his neck an amulet of the planes. Black Molly wants this prize, but so far she hasn’t been able to find it. She’s scoured the wreck without finding any sign of the magic item. Now she’s trying to determine where to search next, for the item might well be somewhere near the wreck. If she can’t find it, she’ll start torturing her captives to find out if they have any useful knowledge about the amulet.

Cover of CCC-RPSG-02 Ooze Next?
CCC-RPSG-02 Ooze Next?
5th Edition
Levels 5–10
41 pages
0

A sunken ruin deep beneath the bay of Mulmaster holds the key to unraveling the Cult of Glaugrax’s nefarious plans. Dare you brave danger and duplicity to plumb its depths? Part 2 of The Neverdusk Trilogy. A Two-to-Four Hour Adventure for Tier 2 Characters. Optimized for APL 8. The Sequel to Ooze There?, an ENnie Awards 2019 nominee in the Best Organized Play category! This adventure is Part 2 of "The Neverdusk Trilogy", and continues the tale of Fenaria Neverdusk, Sovad Klim, and the mysterious Cult of Glaugrax! Ooze Next? debuted at Lion City Conclave 2019 - a charity convention by the D&D AL Singapore Community. The v1.02 package includes: - Full color cover art by digital artist Lau Shang Hui (NezArt), with additional art inserts for key scenes - A high quality digital map pack for key encounter locations - A two (2) page cheat sheet with Jason's personal tips for running Ooze Next?

Cover of Weathering the Storm
Weathering the Storm
5th Edition
Level 5
28 pages
0

Provost Faurious has procured an Aethervane, an astrolabe-like instrument tied to Kythri that's used to navigate manifest zones. Unfortunately for the Provost, the Riedran ship that was carrying the Aethervane across the Sea of Rage to deliver it to their agent in Regalport fell victim to piracy. The player characters are dispatched to Regalport to meet up with the Provost’s agent there and petition High Prince Rygar for more information about the stolen cargo. When the characters dock in Regalport, they meet the Provost’s contact and are ushered into a meeting with High Prince Rygar. Wishing to show his intolerance for piracy, Rygar charters one of his own ships for the party’s use as they investigate the stolen cargo. Upon arriving at the crash site of the stolen cargo, the party is set upon by a fleet of pirates known as the Wind Whisperers. When things turn sour, a new surprise reveals itself as an unnatural storm rolls in, a stolen airship at its heart. The Wind Whisperers have found a way to convert the Aethervane to serve their own purposes. Seeking aid from Rygar and House Lyrandar, the heroes chase after the pirates by sail and airship. As they do, they are bedeviled by the Chaos Fleet—strange ships sailed by an even stranger crew that are drawn to the Aethervane and the chaos it brings. In a final airborne confrontation, the party boards the rogue airship and retrieves the sought-after artifact, with a chance to salvage or sink the stolen vessel in the process…

Cover of Lake of Secrets
Lake of Secrets
5th Edition
Levels 3–5
22 pages
0

Dive into a mystery in Lake of Secrets, a darker magic fantasy compatible with any setting. When the sovereign of a war-stricken kingdom goes missing, characters must brave the castle dungeons to find them. Death stalks the dungeon walls and dark deeds come to light as the characters uncover the story of a terrible sacrifice. Designed as a 3-4 hour adventure for 1-6 players of 3rd-5th level, Lake of Secrets is a fresh narrative that explores themes of false promise and isolation, offering characters a choice that will decide the fate of an entire realm.

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 13 Weird One-Shots
13 Weird One-Shots
5th Edition
Levels 1–5
66 pages
0

The ancient world of Harth withers beneath its dying sun…but it’s not dead yet. The land is still riddled with villages in danger, cultists in caves, angels gone mad, eldritch horrors making strange deals, raging dragons, bandits in the woods, and cruel monsters lurking in every shadow. These 13 adventures span a wide variety of locations, environments, creatures, and genres. They are meant for use as quick-play sessions or one-shots, or to be dropped into campaigns as side-quests. These are linear dungeons and mini-quests full of interactivity and strangeness, encouraging exploration, risk-taking, and creative combat. ADVENTURE TYPE: One-Shot / Low Level / Combat / Exploration / Village / Wilderness / City / Subterranean / Dungeon Delve DESIGN NOTES These 13 adventures are intended for low-level characters around Level 3 Overall, these adventures tend to be linear dungeon delves in caves or single buildings 93 unique encounter locations 69 original magic items 71 original monsters (with 28 illustrations) 13 maps/diagrams Each adventure runs 2-4 hours in length

Cover of Lost Journal of the Sea King
Lost Journal of the Sea King
5th Edition
Levels 5–6
22 pages
0

After your ship crashed onto a small island you and a few other survivors quickly discover you're not entirely alone. There are creatures slithering in a nearby cave, taking everything they can from the wreckage as they hunt for something. With no other way out, you'll have to trek through the Sahuagin camp, rescue any other survivors and find other means of escaping the island before all is lost.

Cover of Quite the Pickle - A Saltmarsh Adventure
Quite the Pickle - A Saltmarsh Adventure
5th Edition
Levels 5–10
54 pages
0

Be Ready with the Snapping Line... Just about every community, big or small, civilized or seedy, has at least one popular tavern. Folks may go there to relax or to look for work, to celebrate or to mope, to learn the latest or to forget. And while some may be willing to travel far from the comfort of their favorite watering hole in search of adventure, in the seaside town of Saltmarsh, they may not have to. At the Snapping Line Inn and Tavern: * Enjoy food, drink, gossip, a darts competition, and maybe a rousing bar fight. * Participate in a gambling night. Watch out for pirates! * Stop a dark ritual to save an innocent—and yourselves. * Come to the rescue when there’s an accident by the pier—and the predators arrive. Four linked encounters around a pier-side tavern for characters of levels 5-10. Playable individually, scattered throughout another campaign, or together as a four-to-six-hour adventure.

Cover of Seers of the Drowned City
Seers of the Drowned City
Pathfinder
Level 6
64 pages
0

With the dawning of the Age of Lost Omens, a supernatural hurricane known as the Eye of Abendego brought ruin to the nation of Lirgen. Today, what was once a powerful nation exists as a flooded swampland, its fallen cities immersed under the endless flood of a perpetual storm. In Hyrantam, the ruined capital of Lirgen, a few stubborn survivors have managed to eke out a living for themselves, but now, strange new patterns in the storm that constantly looms on the horizon have swept local predators into violent frenzies. Worse, a new sect of strange seers known as the Stormreaders has come to the area, and its demands on the people of Hyrantam have grown increasingly dire. What link might the Stormreaders have to these new squalls, and what vile plots might they be hatching from their new seat of power deep in the drowned city’s ruins? Seers of the Drowned City is an adventure for 6th-level characters and features a poster map of the ruins of Hyrantam. The author of this adventure, Nicholas Wasko, was the Season 9 winner of the RPG Superstar contest, in which hundreds of unpublished authors compete for the chance to write a Pathfinder Module. In addition, this book contains a host of new monsters and magic items designed by the contest’s talented runners-up. Seers of the Drowned City is designed for four characters and uses the medium XP track. The characters will reach 8th level by the end of the adventure.

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.