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833 adventures found
Cover of FS6 - Keep of Baron Sancrist
FS6 - Keep of Baron Sancrist
AD&D
Levels 1–3
18 pages
0  0

While at times cliché there are few adventures better than an old fashioned trek into the ruins of a deserted castle. This adventure pits a new adventurer against the decades old remains of a hilltop castle that is “haunted”. The old keep was the site of a mighty battle years before that swayed the power in the area but now it is the crumbling remains of the once powerful Baron Sancrist. While the old fortress is supposed to be deserted the area farmers and villagers swear they have seen the dead walk the parapets in the moonlight. Well you wanted adventure….here it comes!

Cover of April Showers and Foul Flowers
April Showers and Foul Flowers
5th Edition
Level 5
1 pages
0  0

This week’s encounter is April Showers and Foul Flowers, a combat encounter that could also become a puzzle for the druids and rangers in your party. While the characters travel through a beautiful meadow, smelling the scents of flowers and earth after a rain, the flowers at their feet spring to life and attack, threatening to entangle and devour them! These foul flowers were animated by the foul magic of a dark sorceress who infused the rain itself with her evil. The characters could fight back against the sorceress and her army of animated plants, or they could try to undo her spell and save the flowers—and the nymph that guards them.

Cover of Feast of Dust
Feast of Dust
Pathfinder
Level 11
64 pages
0  0

A deadly curse known as the Feast of Dust spreads rapidly through the Meraz Desert, driving its victims mad with hunger and a burning desire to flee into the sands. To find the source of this strange affliction, the heroes must investigate the plagued city of Dimayen, challenging fearsome gnoll tribes, nihilistic daemons, and the walking dead to discover the secret of a long-forgotten evil—a powerful daemon harbinger called the Jackal Prince of Famine. Despite the efforts of an ancient secret society, this twisted, unholy monstrosity walks the world again, threatening to spread his apocalyptic curse across all of Golarion! To stop the demigod's return, the heroes must uncover his three vile siblings, now bound within malevolent artifacts, and use their combined powers to stop the Jackal Prince before the entire world feels his corrupting touch.

Cover of Ironwood Gorge
Ironwood Gorge
OSR
Levels 2–5
42 pages
0  0

"Orcs have returned to the once quiet border province of Blackmarch. The Bleak Tower and its meager garrison are all that stand against the tide. Their only hope lies in a ragtag band of adventurers willing to venture into the perilous maw of Ironwood Gorge..." "Ironwood Gorge is a fantasy role-playing adventure for 4-8 characters of levels 2-5, designed for older editions of the world's most popular fantasy role-playing game and its clones such as Labyrinth Lord and OSRIC. The material is also easily adaptable to any other class and level based fantasy role-playing game. Ironwood Gorge serves as part two in the Blackmarch sequence of adventures, but is built to function just as well as a one-off adventure, a drop-in-a-hex location for sandbox games, or as a kick start to a new campaign. The module includes keyed maps detailing both the Bleak Tower: a living, breathing refuge for adventurers; and Ironwood Gorge: a cave complex with over 100 keyed areas of traps, monsters and mayhem. The module is illustrated throughout with original artwork and includes appendices detailing new monsters, magic items, and spells. Whether you are looking for an out-sized adventure to usher the hardiest characters to the intermediate levels, or a fully-realized location to plunder for maps and ideas, Ironwood Gorge is a treasure from the old-school of gaming..." An alternative to B2 - Keep on the Borderlands

Cover of FQ13 - Future Past
FQ13 - Future Past
AD&D
High Level
19 pages
0  0

In FQ13 – Future Past our brave adventurers are summoned by the Duke of Bast to the capital city. You quickly learn that your exploits have earned you a celebration in Bast and are to be honored by all! Prior to the festivities, the duke’s advisor Thril Galia requests to meet you and makes a unique proposal and shows you an arcane piece of the historic book…what have you gotten yourselves into now?

Cover of FA5 - Gortelburg Pass
FA5 - Gortelburg Pass
AD&D
Medium Level
16 pages
0  0

This setting was used in the F series and was used as an area for multiple adventure opportunities as a separate crossing of the Border Mountains. This mountain area has several travel sections to get from the civilized area to the frontier. With a multitude of side adventures this area helps mid-level adventurers increase their experience point base. In the Filbar campaign it was commonly used to get from Havendale to Arcanum College and Cordicstown.

Cover of The Snow Stalkers
The Snow Stalkers
5th Edition
Level 5
18 pages
0  0

When the members of The Red Drakes adventuring party go missing with precious cargo, it's up to the characters to find them before a blizzard hits. Can the group survive the grisly revelations waiting for them in the remote peaks of Frostfall Pass? The Snow Stalkers is an ice-cold horror adventure for 5th-level characters. It's a one-shot that takes about 3-5 hours to complete and includes: -A race against a deadly blizzard and abominable enemies -Three new monsters that relentlessly stalk the characters -Combat cards for each monster, PC, and special treasure -High-quality digital maps for use with virtual table tops

Cover of Sons of Gruumsh
Sons of Gruumsh
3.5 Edition
Levels 4–8
31 pages
0  0

This adventure takes place in the Moonsea of Faerûn. The players have been brought to Melvaunt to search for the missing scions of the city's great families. To the north, in Thar the orc tribes converge on the ruined fortress of Xul-Jarak, flocking to the banner of a charismatic warlord. There, he intends to sacrifice the scions of the great families of Melvaunt in a bloodritual to Gruumsh. The players will escape Melvaunt, search along the wilderness of Thar for the Fortress of Xul-Jarak, and then explore the dungeons of the ruined fortress and hopefully rescue the scions before they are sacrificed. There also is a Web Enhancement by Eric Cagle on the archives of wizards of the coast's website designed to scale the adventure to level 8. For example, it replaces the Owlbear with a Tyrannosaurus. This is an easy to scale adventure with much of the player's difficulty coming from intelligently avoiding problems, choosing how to approach each floor in the most tactical way, and quickly adjusting when something goes wrong. The adventure has sidebars including common orc battle cries (In Orc!), ready to use orc names, weather and random encounter table in Thar, a description of what happens if the party fails or partially succeeds, and suggested minis for each of the encounters. There is even an extended description of the bloodspear ritual, an event the party is not meant to encounter in a normal run. The appendix is detailed for all the humanoid characters including the scions and their equipment, the named villains, and variety of unnamed orcs the party will encounter. The fortress also offers an opportunity to introduce the players to the Underdark and the Zhentil Keep. There is a passage to the Underdark the players can accidentally explore, and return to later. Emissaries from Zhentil Keep have come to watch the ritual and have their own motivations. These npcs provide an opportunity for exposition and role playing at a point which otherwise might be combat heavy, acting as a valve for the first floor - helping or hurting the party with subtle magic should the difficulty be off.

Cover of DA1 Adventures in Blackmoor
DA1 Adventures in Blackmoor
BECMI
Levels 10–14
64 pages
0  0

On every side the storm clouds gather. To south and east, the Great Empire of Thonia plots to end Blackmoor's independence and reclaim its lost province. To the west, the implacable Afridhi are on the move. To the north, the evil Egg of Coot prepares to cross the thundering sea and once again bring fire and sword into the heart of the small kingdom. Beyond the realm of the Egg, the hated Skandaharian Raiders are building longships and preparing to fall upon Blackmoor's unprotected coast while its tiny army turns to meet these other threats. Into this time of black despair, there steps a band of adventurers who clutch strange swords and wear the most curious armor?and who claim that Blackmoor sank beneath the ice 3,000 years ago! TSR 9172

Cover of DQ1 - Yoke of the Slavers
DQ1 - Yoke of the Slavers
5th Edition
Levels 1–3
17 pages
0  0

Today we bring out a scenario for a pair of budding first level adventurers. Originally used to teach D&D to a novice, this fleshed out into a trio of adventures set on the northern island of Esaq off the coast of the ancient Greyloch Kingdom. Home to a Halfling population, the adventure takes two young people on a thrilling adventure after the duo’s home is raided by slavers. The novice delvers head east to rescue their family and fellow villagers!

Cover of Carnival of Synn
Carnival of Synn
5th Edition
Level 3
10 pages
0  0

The adventurers come across the campsite of a traveling carnival. The carnival-master is a beautiful and seductive tiefling named Synn. She asks the travelers to stay for dinner and watch the show. The entertainment is amazing and wonderful… up until the point that the act turns real. Suddenly, the party finds themselves immersed in a nightmare. Even if the protagonists survive, the unfortunate souls could be forever trapped in the cursed realm of Ravenloft. A 4-6 hour adventure for a party of 4-6 players of 3rd level.

Cover of DC01: Drow Necromancy
DC01: Drow Necromancy
5th Edition
Level 1
9 pages
0  0

A peaceful isolated village has hosted its share of superstitions, but something real is poised to plague the citizens of the community. Can heroes rise to prevent the destruction of the village? What drives some to leave the safety of their communities and start along the path of adventure. Maybe it is something in their background that compels them; maybe it is the lure of treasure; maybe it is just a curious map. It is the first episode in the Drow Conspiracy. Published by Dan Hass Endeavors.

Cover of NC10 - Submission of Rodo
NC10 - Submission of Rodo
5th Edition
Levels 6–8
26 pages
0  0

The Denali Monarchy has been toppled and the citizens have formed a new government. The new head of the government, called The Hona, has requested additional help from the party. For a long time an island to the east called Rodo has been a source of goods for the land. The Hona wants to make sure that local regent, Lord Karlock, is going to continue to be a part of Denali or if he has other “thoughts” on the matter. Is your party ready for a diplomatic relations mission?

Cover of The Bullywug Gambit
The Bullywug Gambit
3.5 Edition
Levels 3–5
37 pages
2  0

When an attempt to arrange an early inheritance backfires, a man of lesser ambition than Vanthus Vanderboren would no doubt withdraw into his sister's manse to hide under her skirts and pray that the truth of his patricide remain hidden. Fortunately for Vanthus, lack of ambition has never been a problem. Now the Vanderobrens' prodigal son slinks east along the coast of Blood Bay, lured by rumors of an incredible prize kept in a smuggler's hideout called Kraken's Cove. Yet what he is destined to find there is far more than a lucrative bit of banditry. What awaits him is the savage tide. "The Bullywug Gambit" is the second chapter of the Savage Tides 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 "Savage Tidings" articles, a series that helps players and DMs prepare for and expand upon the campaign. Issue #349 of Dragon magazine looks into the region surrounding Sasserine, and provides useful information if your PCs wish to explore this area more thoroughly than they do in the course of this adventure. The hidden caves of Kraken's Cove have long served the pirates of the Crimson Fleet as a place to stage their smuggling operations. When their latest cargo backfires, the PCs find themselves faced with something far worse than murderous pirates. Pgs. 12-48

Cover of The Isle of Ruk and Dungeon of Klinis
The Isle of Ruk and Dungeon of Klinis
BECMI
Levels 1–6
53 pages
0  0

The Isle of Ruk and the Dungeon of Klinis A sandbox adventure module and mini‑setting for classic fantasy play. Explore the bustling port town filled with factions and intrigue, wander the wilds where strange creatures stalk, and delve into the dungeons. New monsters, magic items, and two new character classes bring fresh flavour without adding rules. At the island’s heart stands the Dungeon of Klinis a three‑level ruin carved deep into the mountain, filled with traps, factions, and long‑buried treasures waiting to be uncovered. Whether your table prefers exploration, intrigue, or old‑school dungeon delving, Ruk offers a flexible foundation for emergent play. Inside you’ll find: A lively port town packed with NPCs, factions, rumours, and adventure hooks A hex‑crawl wilderness full of oddities, encounters, and strange phenomena The Dungeon of Klinis, a multi‑level adventure site designed for classic play New monsters and magic items that add flavour without adding rules Two new character classes to drop straight into your campaign A setting built to be hacked, expanded, or used as a launchpad for your own stories Design Inspirations This project draws on the spirit of Gary Gygax’s classic article “How to Set up Your Dungeons & Dragons Campaign – and Be Stuck Refereeing It Seven Days per Week until the Wee Hours of the Morning!” and the practical creativity of Ray Otus’s workbook approach to worldbuilding. The map were drawn with inspiration from Niklas Wistedt (Paths Peculiar) how to draw basic dungeon maps. The Graves design aided by James Holloway's The Tome of Tombs. The earliest seeds of the Isle of Ruk emerged while designing a character class for the OSE Class Jam, eventually growing into a full mini‑setting and adventure module,

Cover of PS6 - Furrier's Tale
PS6 - Furrier's Tale
5th Edition
Levels 5–7
17 pages
0  0

Your time in Queen’s Point has been productive and your level training is complete. As you relax in the Frothy Goblet Tavern & Inn you enjoy catching up with your compatriots over a steaming mug of mead! While you enjoy your time together you can’t help but overhear an interesting conversation at the next table over. A mountain man from his appearance is regaling a group of drunks about a foray into the wilderness and discovery of some old ruins. Those listening chime in with their thoughts on the potential for lost treasure…perhaps this guy may lead you to your next adventure?

Princes of the Apocalypse
5th Edition
Levels 1–15
258 pages
1  1

Called by the Elder Elemental Eye to serve, four corrupt prophets have risen from the depths of anonymity to claim mighty weapons with direct links to the power of the elemental princes. Each of these prophets has assembled a cadre of cultists and creatures to serve them in the construction of four elemental temples of lethal design. It is up to adventurers from heroic factions such as the Emerald Enclave and the Order of the Gauntlet to discover where the true power of each prophet lay, and dismantle it before it comes boiling up to obliterate the Realms.

Cover of SCHOOL TRIP
SCHOOL TRIP
5th Edition
Level 2
3 pages
0  0

Sometimes protecting the cargo is easy but getting the pay not so much. Work has been scarce, coin hard to come by, armor needs maintenance, weapons need to be sharpened and food is needed in the belly. Monsters on the road, on the other hand, are more and more common.

Cover of Out and About
Out and About
Unknown Edition
Any Level
6 pages
0  0

Open-ended scenario including descriptions for flora and fauna in Scatophagium setting introduced in Adventurer #5 magazine.

Cover of FQ3 - Outpost of the Humanoids
FQ3 - Outpost of the Humanoids
AD&D
Levels 2–4
23 pages
0  0

FQ3- Outpost of the Humanoids is the third adventure for the Filbar Quest Series. As you make your way to a meeting with the Baron of the Knolls you come across a roadside inn and a pair of old adventurers that have a small task for you near some old abandoned ruins. Sounds easy enough right? For some reason it never is easy, especially in Filbar!