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86 adventures found
Cover of The Hunt in Great Allindel
The Hunt in Great Allindel
AD&D
Levels 4–7
15 pages
0

While you search for treasure, others search for you. A treasure vault without guards or traps - can it be true? Pgs. 16-30

Cover of The Black Egg
The Black Egg
3.5 Edition
Level 12
22 pages
0

When an ill-favored orb drops from the sky and devastates the countryside, only the PCs stand between an ambitious wizard, a cult of dragons, and a dark ambition that could bring an army of fiendish wyrms into your campaign world! "The screams became overpowered by the sound of the terrible falling star--a black orb of malign energy hurled from the firmament in the dead of night. In that instant, the village of Rhale was utterly destroyed, reduced to a hollow crater of flaming decay. Now, frightened talk of a dark presence descended from above has taken root, though none can put name to the faceless fear that might reside within this terrible orb." While traveling the countryside, the player characters witness an explosive event - the falling of a meteor into a distant hillside. Soon thereafter, they encounter several mercenaries menacing some refugees. From them, the PCs can learn, that a group of dragon worshippers called the Black Covenant are in the area and intend to use the fallen star for their own nefarious purposes. Upon arriving at the crater, the PCs find that the falling star is in fact a massive sphere of iron with an opening in its side. They enter the sphere to find a small complex of rooms protected by numerous traps and guardians. They also battle several members of the Black Covenant, until they make their way to the heart of the complex, where they discover the source of the Covenant's interest in the Black Egg, they try to use it to create a half-fiend red dragon. The PCs must succeed if they wish to prevent the creation of an army of fiendish dragons. Lot's of monstrous NPCs with class levels and templates for enemies (half-black dragon orc warriors level 7, for example) are used in this adventure. Pgs. 57-78

Cover of Living Legend
Living Legend
5th Edition
Level 3
19 pages
0

The characters, members of the Clifftop Adventurers’ Guild, have been tasked with acquiring the Chains of Mur’taal, an artifact tied to Thelanis, by their guild handler, Lhara. This artifact is the latest in a series that Provost Nigel Faurious has commissioned the Clifftop guild to retrieve for him. The adventure starts when the characters arrive in Rhukaan Draal via Orien caravan. They’re given a chance to explore a small portion of the city before they head to a local bar to meet their contact provided by Lhara. Accompanied by a local guide, they make their way to the Seawall Mountains, where they’ll have to follow clues and their intuition to find the Valley of the Hero, which conceals the artifact that they’ve been hired to obtain. In order to earn the artifact, characters must first pass three tests laid before them by the Story: The Test of Courage, the Challenge of Wisdom, and the Trial of Honor. Once they finish the tests and collect the artifact, the party heads back toward Rhukaan Draal. But there are Marguul forces in the area, and they don’t intend to let the heroes escape with a priceless piece of their folklore…

Cover of The Lost Portal
The Lost Portal
5th Edition
Levels 1–5
20 pages
0

The Tranquil foothills of the Sword Mountains are quickly plunged into chaos, as a series of earthquakes spread their way through the region. Adding to this danger, bands of vicious, flesh-eating monstrosities have clawed out of the shattered earth, attacking travellers and local residents. Rumours of wealth and riches have drawn the adventurers to the area; little do they know that it is not gold and jewels these monsters protect, but a volatile portal into the Underdark with a disturbing secret.

Cover of In the Dread of the Night
In the Dread of the Night
BECMI
Levels 1–3
19 pages
0

Things are darkest before they go totally black. He wears black, hires orcs, and looks depraved - but don't be fooled. He's far more dangerous than he seems. Thaddigren Dentiata recently arrived in the village of Sisak, and within 3 months had constructed a great tower on the outskirts. The villagers have become more wary of him, since he employs the help of orc henchment (albeit polite ones), and also is suspected of using dark magic. Since then, livestock has begun disappearing from the surrounding pastures, and two drunk men fell upon a terrible fate when they went to investigate the tower secretly. One was killed and the other remains missing. The villagers have confronted Dentiata, but he and his henchmen politely turned aside their questioning. The players arrive just after one of the town elders was taken by orcs from the village after trying in vain to rally the rest of the townspeople. The players will spend some time in the village gathering information and then attack the tower itself, ending in a final battle with the evil wizard. The module provides details on all buildings in the town as well as all NPCs and stores. Pgs. 6-24

Cover of Manthrak's Malicious Steamroller
Manthrak's Malicious Steamroller
5th Edition
Level 4
13 pages
0

Manthrak's Malicious Steamroller After an experiment with a teapot goes wrong, a wizard's tower rolls through the forest, crushing all beneath it. Its owner, Manthrak the Meticulous wants it back. It's up to you and your companions to stop the tower's rampage before something even worse happens. Manthrak’s Malicious Steamroller is a short, high-octane one-shot adventure module for a party of four or five 4th level characters. With no setting specific details, it can be easily dropped into any campaign, or run on by itself for an action-packed escapade. Included: Full-color 13-page PDF Virtual tabletop maps - Gridded & Non-gridded Accessible & print-friendly PDF A fun, unforgettable experience

Cover of ROS2 The Tremors in the Machine
ROS2 The Tremors in the Machine
AD&D
Levels 3–5
40 pages
0

A series of small earthquakes have brought a sense of disquiet to the town of Daern Kelton and Roslof Keep. Against these strange earthly portents, the members of the Ivory Scimitar have claimed their place as a true Mithel Company, but even greater danger now awaits them in the second level of the Dungeon of the Black Fey Mithelvarn. What lost secrets will be revealed as they journey below? What new threats and adventures can be had in Daern Kelton? The town opens its doors to the brave new heroes of the Company of the Ivory Scimitar. Here continues the Roslof Keep Campaign in the pages of ROS2, The Tremors in the Machine. This adventure is formatted to both 1E & 5E gaming rules. Also available in PDF.

Cover of BSOLO Ghost of Lion Castle
BSOLO Ghost of Lion Castle
BECMI
Levels 1–3
32 pages
0

"A great cat sits upon the northern grasslands, my friend, waiting to pounce on adventurers just like you." As you part the tall grass with your sword, the words of the tavernkeeper echo in your head. "He was the mightiest wizard we'd ever known, and that Lion Castle was his home." Your friends' voices mingle with the tavernkeeper's. "He's but a ghost now, haunting those halls, and waiting for an heir." The ground rises slightly. A strong wind rushes through the field. Suddenly, the grasses part, and Lion Castle rises majestically before you! "Magical riches await those who enter!" "Beware of man-beasts!" Voices flood your head again. Will you brave the haunted castle? Can you afford not to? It's all up to you in this D&D Solo Adventure. Ghost of Lion Castle is for one player only, but that one player makes all of the choices and enjoys all of the rewards. An entire castle and courtyard await your exploration. The adventure also includes a complete solo combat system. TSR 9097

Cover of The City That Was
The City That Was
5th Edition
Levels 1–3
16 pages
0

The greatness of a dwarven citadel is measured by its greatness of wealth. The dwarves steadily work mines and forges to fuel the wealth needed to make their presence known throughout the realms. Unfortunately, this also makes them known to those that would seek the opportunity to steal their glory and riches. This story occurs in a place that has experienced this struggle for millennia. New threats emerge as old threats become rivals through the tides of time. This story... your story... is another chapter of this ancient struggle.

Cover of Palace in the Sky
Palace in the Sky
AD&D
Levels 7–10
20 pages
0

The giants are only a half-mile away - straight up. Giants and humanoids that sail down from the heavens? Where could they be coming from? No base town or general area map has been provided, as this adventure can take place anywhere and can be easily integrated into any existing campaign.The DM should make sure that the town in which the PCs start is large enough to provide most anticipated supplies, spells, and services. This module is not a simple hack·and slay expedition. It also involves diplomacy and wit; if the PCs attack everything in sight, they may be destroyed. But the adventure is not entirely negotiation, for it has a good share of hearty dungeon exploration as well. Pgs. 4-23

Cover of Easy Money
Easy Money
AD&D
Levels 4–6
6 pages
0

Jack Mooney owner of the "Jack Mooney & Sons" Circus. Wants to hire the PCs to capture a great cave bear with a brilliant golden coat.

Cover of Academy of Secrets
Academy of Secrets
Pathfinder
Level 13
32 pages
0

Every year the Acadamae—Korvosa’s prestigious school of the arcane arts—opens its gates to the city to host the Breaching Festival, where the most skilled infiltrators are invited to enter the magically guarded Hall of Wards or die trying. Testing their luck against the university’s strongest defenses, the competitors pull out all the stops as they vie for a chance at a fortune in gold and magical treasure. This year, the school’s headmaster has invited the heroes to participate, against the contest’s longstanding traditions.

Blood of the Gorgon
Pathfinder
Levels 8–9
75 pages
0

Men always seek the blood of monsters. Some spill it to avenge their massacred families. Others swim through an ocean of gore to find treasures worth the envy of kings. A few know blood can be a priceless treasure in and of itself. Alchemy has long used the lifeblood of monstrosities as arcane fuel, and of all the legendary beasts, the blood of the gorgon holds the most secrets. Few know the blood's darkest lore, its ability to draw out the monster within every soul. Those who drink gorgon's blood are forever changed, and the darkest horrors of their mind unleashed. The heroes hunt a deadly murderer who stalks the streets of the Free City of Zobeck after nightfall, and cross blades with a guild of monsters who rule the city from below. Lucky heroes might risk no more than their lives. Unlucky heroes must wager their souls in a game where monsters and men dance close enough to share their blood and their fate.

Cover of Crypt of the Everflame
Crypt of the Everflame
Pathfinder
Level 1
32 pages
0

The young heroes of the town of Kassen are ready for their coming-of-age ceremony, an old tradition in which they retrieve a piece of the eternal flame burning in the tomb of the town's founder. Yet when they arrive there, they find only the corpses of their fellow townsfolk, dead bandits, and mysterious animated skeletons. The novice heroes must brave the traps and perils of the Crypt of the Everflame, discover the source of the corruption that has awakened an ancient evil, and defeat a menace that seeks vengeance against Kassen and its people. Part One of Price of Immortality.

Cover of S4 The Lost Caverns of Tsojcanth
S4 The Lost Caverns of Tsojcanth
AD&D
Levels 6–10
64 pages
0

In the Yatil Mountains south of Perrenland there is rumored to be a magical hoard of unsurpassed value, a treasure of such fame that scores of adventurers have perished in search of it. Find the perilous Lost Caverns of Tsojanth and you may gain the hidden wealth of the long-dead arch-mage-- if you live. Module S4, this contains a brief wilderness journey to the caverns, but the bulk is underground. The caverns are noted as a previous lair of the Arch-mage Iggwilv- though she is long gone, her Demonomicon remains. This module marks the first appearance of several monsters and items that would later appear in the Monster Manual 2 and Unearthed Arcana. A labyrinth features in the caves. TSR 9061

Cover of Pathfinder Society Scenario #21: The Eternal Obelisk
Pathfinder Society Scenario #21: The Eternal Obelisk
3.5 Edition
Levels 5–9
17 pages
0

When the Pathfinder-obsessed daughter of one Qadira's most powerful trade princes goes missing trying to impress the Society, her father angrily demands the Pathfinders track her down or face expulsion from Katheer. Tracking the missing princess leads you to an underground complex filled with traps, tricks, and a creature so powerful, she's lived for a thousand years. Can you save the princess and uncover the power of the Eternal Obelisk?

Cover of Dungeon Crawl Classics #3: The Mysterious Tower
Dungeon Crawl Classics #3: The Mysterious Tower
3.5 Edition
Levels 3–5
32 pages
0

The Characters come across an ancient wizard's tower. The nearby keep has been reduced to rubble over the ages, but the tower is in perfect condition. It is surrounded by an impenetrable force field that cannot be breached - not even by the ghost of the long-dead wizard, who has been trapped within for centuries. Surely there must be great treasure within this magical abode. But how to get to it?

Cover of Luck be Malady
Luck be Malady
5th Edition
Levels 1–2
20 pages
0

Dice roll and cards fly at the Dove House of Luck in Waterdeep... but it's not all fun and games, as your party must stake out the casino and determine whether a crooked card dealer is stealing from the house, and what she's up to. Gamble and be merry... but even games of chance have a habit of leading back to the mysterious forces of quarrelsome Gods. Lucky be Malady is a D&D 5e urban adventure module set in Waterdeep, suitable for Tier 1 (level 1-3) parties. Schmooze with other gamblers, chase down crooked dealers, uncover plots orchestrated by the gods of fortune themselves. Think you're lucky? 2-4 hours of gameplay in any urban setting New rules for 4 games of chance 1 new curse 3 NPC stat blocks Beautiful hand-drawn maps and art assets An ally with a heart of gold... or copper? Introduction for adventures focusing on self-determination vs. fate This module is set in Waterdeep but can be modified to fit any urban setting. It gives resources for parties in need of an NPC healer, and also introduces players to powerful curses that cannot be rested off without help. It can slot into any adventure where your party has entered a large city and offers questions and dilemmas that can be brought forward into future modules to challenge your players. Also, who doesn't want to spend down-time gambling with all that monster loot? Module written by, and interior art assets by TL Massey: https://twitter.com/t31im4s Cover art by Kat Brechtel: http://kbrechtel.com/ Written through the RPG Writer Workshop FW19: https://www.rpgwriterworkshop.com I'd be really grateful for feedback! Comment/review below, or reach me @t31m4s

Cover of Pathfinder Adventure Path #103: The Hellfire Compact (Hell's Vengeance 1 of 6)
Pathfinder Adventure Path #103: The Hellfire Compact (Hell's Vengeance 1 of 6)
Pathfinder
Level 1
92 pages
0

The Hell's Vengeance Adventure Path begins with "The Hellfire Compact," an exciting new adventure in which the players take the roles of evil characters in the diabolical empire of Cheliax! A paladin of Iomedae and knight-errant of the Glorious Reclamation comes to the town of Longacre, inspiring the citizens to join the uprising against the Thrice-Damned House of Thrune. First as amoral mercenaries, then as retainers of the wicked archbaron of Longacre, the evil adventurers must move quickly to put down the insurgency and keep the town from falling to the knight's rebellion.

Cover of Pathfinder Adventure Path #4: Fortress of the Stone Giants (Rise of the Runelords 4 of 6)
Pathfinder Adventure Path #4: Fortress of the Stone Giants (Rise of the Runelords 4 of 6)
Pathfinder
Level 11
52 pages
0

The Giants are on the March! The Rise of the Runelords Adventure Path continues! Driven to battle by a maniacal warlord, the once-peaceful stone giants of the Storval Plateau threaten to destroy the sleepy town of Sandpoint. Will fast action and quick wits be enough to save the defenseless community? Yet, even if the giants' initial raid can be repelled, only by striking at the heart of their titanic war machine—the black-towered fortress of Jorgenfist—can the menace be quelled. But who knows what mysterious bloodlust spurs the usually peaceful giants to war, or what mysteries lie beneath their ancient fortress?