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109 adventures found
Cover of FQ9 - Quito Del Marco
FQ9 - Quito Del Marco
AD&D
Levels 5–7
21 pages
0

After saving Earl Feva D'Auvay’s bacon at Curwood, the ruler has graciously offered his waterside retreat to the party. A few days of rest and relaxation will help you recover from the hazards the undead group caused. With servants waiting on you hand and foot you enjoy the easy life. A few days into your vacation the Earl’s new toy arrives, a glass bottomed boat. After taking it out for a quick spin you quickly discover that Crater Lake holds the ruins of an old city. It would appear that your vacation will give way to your curiosity…

Cover of Lowdown in Highport
Lowdown in Highport
AD&D
Levels 3–5
26 pages
0

Important: The adventure is 1e but it has monster conversion notes for D&D 4th edition The town of Highport, once a human community overlooking Wooly Bay from its perch on the northern coast of the Pomarj, fell prey to hordes of humanoids swarming out of the jungle-covered hills surrounding the settlement. Though the orcs, goblins, kobolds, ogres, and gnolls razed much of the place in their ferocious rampages, the smoldering ruins they left behind soon became a new kind of community, a place of trade between the humanoid “locals” and the unsavory human traders who have no compunction about doing business with them. Slaves are a commodity in ready supply in Highport’s market, since many pirates raid up and down the coast of the bay, putting fishing villages to the torch and filling their holds with captured refugees. Slavery has become a thriving business in the town, and rumors abound of a cartel of Slave Lords who run things from behind the scenes, filling their coffers in secret from the buying and selling of human chattel. The trade has become so prolific that the good folk to the north have grown tired of these depredations and decided to fight back. Forces of righteousness and honor have recently descended upon Highport, some openly and others in secret, in various attempts to destroy the machinations of the Slave Lords and abolish the abominable enterprise that has taken far too many loved ones from home and hearth. One such doughty servant of goodness is Mikaro Valasteen, a cleric of Trithereon. Mikaro slipped unnoticed past the crumbling walls of Highport with a single mission: to rescue and transport as many slaves to their freedom as possible. Mikaro and a handful of faithful assistants located a number of escaped slaves—as well as rescued a few more not sufficiently restrained and guarded—and shepherded them through the gates and beyond the reach of their humanoid tormentors, returning them to their lands and homes. This covert freedom brigade enjoyed remarkable success early on, since the servants of the Slave Lords were often lax in their vigilance and sloppy in their efforts to prevent loss of the “merchandise.” After one too many shipments never made its destination, the humanoids stepped up their security and the normal channels of escape from Highport closed to Mikaro and his team. He cannot risk exposure by smuggling the freed slaves through the gates as merchandise any longer, since shipments of goods are now regularly stopped and checked. No longer able to free the slaves in that manner, Mikaro began hiding his charges in an abandoned villa in a particularly rundown part of the town. Although they are safe for the moment, their numbers have grown unmanageable, and the priest fears it is only a matter of time before someone slips up and brings slavers to their doorstep. Ever more desperate to find a new means of escape from Highport, Mikaro has started work on a plan that is both daring and dangerous. He intends to use a series of old sewers coupled with natural caverns running beneath the town as an escape route to the sea beyond the walls. But he needs someone to clear out the creatures and pitfalls he knows lie within. Pgs. 2-27

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 Garadon Manor
Garadon Manor
3rd Edition
Levels 6–8
16 pages
0

Note: This is a sequel to Out of Body, Out of Mind. The legend of the realm of Tirna'cel is well known. Once remembered for its power-mongering warlords, homunculi-wielding sorcerers, and archfiends from the deepest pits of the Abyss, Tirna'cel has become a powerful and welcoming land over the last 600 years, due in no small part to the efforts of the warlord Tirna'gael, a member of the land's founding nobility. But your party knows the truth. You ventured into the tomb of Tirna'gael some six months ago, and therein discovered that the fallen warlord was actually little more than his brethren: a petty, avaricious power-monger. Possessed by a rival force which also desired the kingdom - a rare incorporeal demon called a nescent, which inhabited his body and augmented his already incredible power to unforeseen levels - Tirna'gael sought to overthrow the ancient warlords only to replace them. Through Tirna'gael's augmented body, the nescent overwhelmed and eliminated the other warlords, eventually dominating the realm along. But before it could consolidate its rule and throw Tirna'cel into an even darker age, the secret of its power was discovered by the paladins of Garadon, a virtuous cell of justice and light. The paladins lured Tirna'gael into the center of his own fortress and trapped him there within a powerful anti magic field. His body withered and died but the nescent remained dormant, waiting for its chance for revenge. During your visit to Tirna'gael's fortress-tomb six months ago, you accidentally released the nescent from its prison. That enemy has since been vanquished - at least for the time being - but the memory of your pitched battle against it still lingers as you approach the original chapter house of the Order of Garadon. You have been summoned.

Cover of The God In The Lake
The God In The Lake
3.5 Edition
4 pages
0

The sleepy village of Raven's Lake has a secret: A terrible god lives in the depths of the settlement's namesake. The citizens of Raven's Lake know that something lives in the lake. People who go out on the lake after dark go missing far too often and frequently turn up weeks later with no memory of where they've been. The local church of St. Cuthbert has been abandoned no fewer than seven times in the last two years, each time its lone cleric packing hastily and fleeing town without a word. Adventurers who come to Raven's Lake have a habit of vanishing forever. The truth is that something does indeed live in Raven's Lake but it is far from a deity. It's an exiled aboleth by the name of Zlorthishen. Pgs. 33-36

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 Sunken Shadow
The Sunken Shadow
AD&D
Levels 1–3
18 pages
0

The sea has many perils. Are the treasures of a sunken pirate ship worth the risk? Arkos Seatamer, a privateer and the sole survivor of a shipwreck has gathered a new crew. He's returning to the wreck to recover the body of his closest friend, Devek Harpwind, for a proper burial. Arkos had rammed the pirate vessel 'Striking Shadow' in combat, shattering its hull. He leapt aboard the sinking ship to take the pirate queen as a prisoner. Shortly after, a sudden storm arose, so violent that it sunk his ship as well. This isn't the whole story. The pirate queen wore a cursed gold armband, shaped like a coiled eel. The sight of the band made Arkos mad with greed and he moved to slay her to take it. Devek tried to intervene but Arkos killed his friend in rage. With his dying breaths Devek laid a horrible curse upon Arkos to become a were-eel each night. The PCs are hired to accompany Arkos and his crew to the wreckage and recover Devek's body from the wreck, along with the armband he still lusts for. Pgs. 18-35

Cover of FVC3 - Sinking of the Mercy
FVC3 - Sinking of the Mercy
5th Edition
Levels 8–12
23 pages
0

The Sinking of the Mercy is a sandbox style adventure with multiple side treks to give higher level characters a challenge. After recuperating from their last adventure the PCs find themselves at the port city of Covalush. A group of heavy storms have been battering the coastline for a while a few banged up ships have limped into port. The sailors have found the taverns and have been retelling the story of a sunken treasure ship they were travelling with. As the storms start to weaken the possibility of a treasure hunt has intrigued the PCs…

Cover of F9 - Quest for the Golden Rose
F9 - Quest for the Golden Rose
AD&D
Levels 5–7
14 pages
0

Off the Coast of Clover Island and less than a league away from Corsair Bay is the wreck of the Golden Rose a ship of fame. The Tome Lord from Corsair Bay is looking for a few brave adventurers to go out, find the ship or what remains of it and locate a specific item for him. While the mysterious sage won’t explain what the item is he will tell you that it is protected by mighty magical glyphs of protection so simply obtain the box and bring it to him for the reward. Rumor has it the ship was laden with a great deal of treasure which is free for the party’s taking but the Tome Lord wants the box. Is your party up for a little underwater jaunt?

Cover of The Corruption of Skyhorn Lighthouse
The Corruption of Skyhorn Lighthouse
5th Edition
Level 8
24 pages
0

The tritons have arrested the keeper of Skyhorn Lighthouse for unleashing vile, bug-like abominations into the sea. When a lone triton comes to the characters and asks their help in exonerating the keeper, will the heroes rise to the challenge and confront the dangers lurking in the deep? The Corruption of Skyhorn Lighthouse is a 5-7 hour adventure for 8th-level characters. You can run The Corruption of Skyhorn Lighthouse as a standalone adventure or as a follow-up to The Secrets of Skyhorn Lighthouse, a free 5th-level adventure downloaded over 100,000 times with 350+ five-star reviews! Inside the The Corruption of Skyhorn Lighthouse, you'll find: -Three new monsters that prowl the ocean depths -A goblin submarine, a darkmantle sea captain, and a marid with a pet starfish grove -The Arcane Library's signature format to make running the adventure effortless -Combat cards for monsters, PCs, and special treasure -Gorgeous maps designed for easy use with Virtual Table Tops

Cover of DDIA-XGE Underworld Speculation
DDIA-XGE Underworld Speculation
5th Edition
Levels 1–4
29 pages
1

Operating as secret agents for the Lords of Waterdeep, a promising lead takes you deep into the world of the Xanathar, but what will it take for you to return?

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 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 The Submerged Spire of Sarpedon the Shaper
The Submerged Spire of Sarpedon the Shaper
OSR
Levels 3–6
33 pages
0

The Submerged Spire of Sarpedon the Shaper lies to the west of the Isle of the Dismemberer. On the northwestern shore of this island, crumbling steps spill from the shore directly into the sea. There, a seaweed choked stone path can be glimpsed winding down into the depths. At low tide, a quarter mile along the path, a lone onion dome may be seen poking through the waves. In the twilight of the sorcerer lords, The Submerged Spire was the jewel of the Shattered Isles. Within his submarine redoubt, Sarpedon penetrated ever deeper into the organic mysteries. Now, its for- lorn dome the roost of seagulls, its secrets slumber beneath the waves.

Cover of Dark Waters Rising
Dark Waters Rising
Pathfinder
Level 5
38 pages
0

Catastrophe strikes the frontier village of Swallowfeld! With a grinding groan, the town’s mill slews into the Kilian River and breaks through the ceiling of an ancient subterranean dungeon. This accident frees a long-imprisoned evil to prey upon the shocked townsfolk. When several Swallowfeld residents—some innocent and some not so innocent—are spirited away into the rapidly flooding dungeon, it falls to a brave group of heroes to venture underground and rescue the missing before dark, rising waters seal their fate.

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 CCC-UK-4 Bourne of Candles
CCC-UK-4 Bourne of Candles
5th Edition
Levels 1–4
15 pages
0

An ancient legend, a missing wife, and a broken heart that time won’t mend. Part 4 of the Evenflow Saga

Cover of The Test of High Sorcery
The Test of High Sorcery
5th Edition
Levels 3–4
154 pages
0

So you want to be a Mage of High Sorcery? To join the esteemed organization, you must travel to the Tower of Wayreth and undertake the most important event in your life—the harrowing Test of High Sorcery! If you can survive where so many aspiring mages have failed, you will forever bind your soul to the Gods of Magic and gain access to untold arcane secrets. The Test of High Sorcery is the perfect adventure for new and veteran players looking to experience Dungeons & Dragons in a new way! It is a solo adventure, where your choices have meaningful consequences, but it also provides balanced rules to play with a group or a Dungeon Master. This 154-page tome features: - A sprawling adventure that fits perfectly as an expansion to any Dragonlance campaign, Dragonlance: Shadow of the Dragon Queen, or as a stand-alone replayable experience - A tale full of sorcerous intrigue, featuring many new characters alongside iconic favorites like Fistandantilus, Takhisis, Fizban the Fabulous, and the Gods of Magic - Innovative Destiny and Trait mechanics make your choices really matter—and ensure every mage’s Test of High Sorcery is a unique experience - Over 60 possible outcomes to determine which Order of High Sorcery you join and provide compelling new plot hooks for your character during future adventures - Dozens of unique locations with rich stories and sorcerous challenges that Dungeon Masters can use to create their own version of the Test of High Sorcery - New magic items and stat blocks, with mechanics that support clever use of enemies’ weaknesses and the environment against them - Four gorgeous sample characters, with interactive character sheets designed to be new-player friendly so that you can jump right into the story - A detailed primer on the history of Krynn and how it relates to the Mages of High Sorcery - A community survey when you finish to let you see how you compare to other mages taking their Tests of High Sorcery

Cover of X7 The War Rafts of Kron
X7 The War Rafts of Kron
BECMI
Levels 9–12
32 pages
0

The lerendi princess, Corinna, has disappeared. She set sail aboard a ship of the Minrothad Guilds - the guilds whose ships have been pirated and plundered for many weeks. Trade is horribly disrupted as many ships leave, never to be seen again. The guild masters now call for adventurers of great skill and renown. They offer small fortunes to any who can help them discover who is pirating their ships. But most importantly, to any who can rescue the princess. Can you and your party of adventurers defeat the dangers that lurk in the dark depths of a terrifying sea? Or will you find a watery grave within the cold confines of a murky sea floor? This game adventure contains special rules for underwater adventuring. TSR 9079

Cover of NQ19 - Venzor Trench
NQ19 - Venzor Trench
5th Edition
Level 9
17 pages
0

Venzor Trench is set for a group of characters hired to deliver a magical item between two warring countries. The sea voyage becomes tumultuous and the ship goes down. With the mission unfilled the players utilize the magic item to survive on the bottom of the sea floor and continue to trek their way towards completing their misson through the legendary Venzor Trench!