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143 adventures found
Cover of Quadripartite
Quadripartite
3.5 Edition
Level 14
28 pages
0

A minion of chaos has come to the Prime Material Plane from the void of the Far Realms to terrorize and conquer in the name of its masters. The PCs must act quickly to assemble a legendary artefact powerful enough to weaken the minion so it can be defeated. Pgs. 20-47

Cover of D2 Shrine of The Kuo-Toa
D2 Shrine of The Kuo-Toa
AD&D
Levels 9–14
20 pages
0

Having put down a rising of giants, it was discovered that the motivating force behind their depredations was that of long-forgotten evil - the Dark Elves. Determined to seek out these creatures, a body of doughty adventurers mounted an expedition to learn the strength of the Drow and bring retribution to them (DUNGEON MODULE D1, DESCENT INTO THE DEPTHS OF THE EARTH). This module contains background information, a large-scale referee's map with a matching partial map for players, referee's notes, special exploration and encounter pieces, a large map detailing a temple complex area, encounter and map matrix keys, and an additional section pertaining to a pair of unique new creatures for use with this module and the game as a whole. A complete setting for play of ADVANCED DUNGEONS & DRAGONS is contained herein. This module can be played alone, as the second part of a series of three modules (with DESCENT INTO THE DEPTHS OF THE EARTH, D1, and VAULT OF THE DROW, D3), or as the fourth part of a continuing scenario (DUNGEON MODULES G1, G2, G3, D1, D2, D3, and Q1, QUEEN OF THE DEMONWEB PITS). TSR 9020, From 1978

Cover of WGM1 Border Watch
WGM1 Border Watch
AD&D
Levels 1–3
38 pages
0

Greatwall is in peril - not from military forces of Iuz, but from lack of goods and supplies. Caravans from Willip have ceased thanks to increased dangers on the Willip Critwall Grabford Trail. As the key fort positioned to contain the Iuzian flood, Greatwall is a strategic necessity. Its failure would mean a major incursion along the border. Your characters are hired to escort a caravan from Greatwall to Willip; if its merchants are afraid to come to the fort, the fort will go to them. This should be simple, cut and dried guard job. Right? Of course not. There are many surprises in store for your little caravan, and your characters will need to keep their wits about them day and night in order to make it to the other end. Secret plans are afoot, conspiracies are brewing, and nothing is as it seems while on the Border Watch. This module uses information presented in the From the Ashes boxed set and the Iuz the Evil accessories. However, ownership of these two products is not necessary to play this module. TSR 9406

Cover of O1 The Gem and the Staff
O1 The Gem and the Staff
BECMI
Level 8
32 pages
0

A One-on-One Competition Module for Thieves Level 8 Your peaceful evening has been interrupted by an unusual request. As a thief, your skills are unmatched, but can you rise to the challenge of thieving for a powerful and frightening wizard? Do you have a choice? The Gem and the Staff is a special One-on-One competition module designed for one player and on Dungeon Master. The Module contains two separate scenarios, so you can switch roles with the other player after the first adventure. Scoring sheets and encounter summaries are provided for each adventure to make running competitions quick and simple. Character figures and a map book are also provided to help visualize the adventures. The player's maps are designed so you can see the rooms as they would appear. Complete DM's Maps are included. TSR 9050

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 WS1 Isle of Jade
WS1 Isle of Jade
AD&D
Levels 1–3
21 pages
0

Deep within the Kraken's Maw, a brutal maelstrom of ocean that devours ships, lies the mysterious Isle of Jade. Long forgotten in the memory of men, the island has served as a bastion for an ancient sect of female Corsairs, but their power is waning and the threat of the outside world is at their shores in the form of a necromancer from Roslof Keep. Now a party has set out from Taux seeking the necromancer. Their course will take them directly into a conflict of high magic, ancient warrior religions, marauding fern goblins, and primordial dinosaurs. Will you take up the challenges presented by the Isle of Jade? When a necromancer steals a maiden of ancient bloodline, the Wizards of the Order of Towers must find a way to get her back. Hiring a merchant lord of Taux to fund a rescue mission the hope is to return her before the dark Wizard can use her to find the legendary White Ship and the key to magic beyond this world. Now the mission is in jeopardy as the adventurers have become stranded on the mysterious Isle of Jade. Braving a dark corruption, nasty native Fern Goblins, and even ancient Amazons, the party will have to stop the corruption before it turns the islands inhabitants and giant reptiles mad. This adventure is formatted to both 1E & 5E gaming rules. Also available in PDF.

Cover of Fortress of the Yuan-Ti
Fortress of the Yuan-Ti
3.5 Edition
Levels 6–7
63 pages
0

The Fortress of the Yuan-Ti describes a fortress build into a cliff side and the slave village outside. The Adventure is the third of three but can easily be played by its self. The adventure revolves around the players discovering the dark plot to revive the demon Sertrous and then stopping it. The adventure describes the outside, inside, and hanging towers of the fortress. The adventure concludes in a forth extra-planer tower were you fight the boss. It also includes 4 sidetracks from portals that explain how they get the materials for the ritual. Final part of the Barrow of the Forgotten King series.

Cover of The Test of Darkness
The Test of Darkness
AD&D
Low Level
32 pages
0

The PCs are looking to gain entry to the Glantri School of Magic, after the initial admission tests they are drawn into a commotion where one of the other students is being attacked by an evil sorceress. He tries to flee but but is killed, and the PCs are framed for the murder. The authorities are called and bribed to just kill the PCs, they flee and are chased and taunted by the evil sorceress. Eventually, during one of her attacks, she opens a weak spot in the ground and the heroes are dropped into the warrens under the school. They must navigate the warrens, which are shrouded in magical darkness, defend against further attacks, and find escape where they can prove their innocence.

Cover of The Lich-Queen's Beloved
The Lich-Queen's Beloved
3.5 Edition
Levels 16–20
42 pages
0

In this adventure the heroes invade Susurrus, the palace of the githyanki lich-queen and attempt to end Vlaakith's reign forever. The adventure begins when Zetch'r'r, a githyanki warlord petitions the heroes to confront and destroy Vlaakith. However, the lich-queen's spies know of Zetch'r'r's treachery and are preparing to deal with him and the PCs.

Cover of HWQ1 The Milenian Scepter
HWQ1 The Milenian Scepter
BECMI
Levels 6–8
64 pages
0

Civil War Unrest. Turmoil. Rebellion. As above, so below - the cataclysmic events of the Wrath of the Immortals echo throughout the Hollow World setting. The Milenian Empire, with its classical Greek culture, has not escaped. Already the streets are un-safe, and the omens are getting worse... The emperor is dead... long live the emperor! But is the new emperor a man of the people, or a tool in the hands of malevolent powers? Walk carefully, for no stranger is safe upon the streets these days, and adventurers least of all! The mood of the capital city is turning ugly. Minions of the new emperor look on uncaring, while citizens disappear and philosophers fall to heedless mobs. The old emperor's elite guards are disbanded and scattered. Disorder reigns, and restless citizens threaten open revolt. And yet... a whisper is heard. Civil war can be averted. An ancient artifact, the Milenian Scepter, can rally those who would serve the Empire best. But the Scepter has been lost for generations, and who can say where it might be? The trail leads into the depths of the city, and across a dangerous wilderness to a forgotten oracle. For the lucky and the bold, perhaps it will lead to... THE MILENIAN SCEPTER This stand-alone adventure is compatible with the Wrath of the Immortals boxed set and the accessory HWR3, The Milenian Empire. You will need the D&D Hollow World boxed set to play this adventure. Easily adaptable to the AD&D game. TSR 9378

Cover of UN1 Frost Lords of the Frozen Hall
UN1 Frost Lords of the Frozen Hall
AD&D
Levels 3–5
22 pages
0

The North can become very appealing to those who seek fame and fortune on their own course. The North is also home to humanoids and fell creatures, things that can find a foothold in the lawless wastes while also making a living. Larger and more lethal creatures like frost giants and white dragons can also be found, assuming you are foolish enough to go looking for them. This adventure is formatted to both 1E & 5E gaming rules.

Cover of Threshold of Evil
Threshold of Evil
AD&D
Levels 14–18
22 pages
0

On a storm-blasted mountain lives an immortal Arch-Mage with a foul temper. The townspeople want you to talk to him - and kill him, if necessary. Is immortality worth the price? An Arch-Mage's magics threaten a small village. To protect it the party must brave a dangerous climb, and survive the Mage's warded lair. Pgs. 43-64

Cover of Pathfinder Adventure Path #3: The Hook Mountain Massacre (Rise of the Runelords 3 of 6)
Pathfinder Adventure Path #3: The Hook Mountain Massacre (Rise of the Runelords 3 of 6)
Pathfinder
Level 7
56 pages
1

Them Ogres Ain't Right... The Rise of the Runelords Adventure Path continues! The notorious Hook Mountain ogres, known for their violent and savage ways, have slaughtered the soldiers of Fort Rannick. The few surviving rangers need heroes to help them retake this key fortification before the ogres use it as a staging ground for further assaults on the region. Yet why have the ogres chosen now to launch this sudden attack? What sinister force grows in the surrounding wilderness, and what ties to the mysterious Sihedron Rune do the ogres of Hook Mountain hide? Are the rumors of an army of giants massing for war true?

Cover of A Blight on the Land
A Blight on the Land
AD&D
Levels 8–12
15 pages
0

You say you want a revolution? Monsters are prowling through farmland, people are starving, and the government is on the verge of collapse. But why? The Knights of the Shield have infiltrated the town council of Zazesspur, are are subtly manipulating the countryside around Ithmong by bringing in attacking monsters and making the land unfertile. They hope to make one of their members king of Tethyr! The players are tasked with cleaning up the countryside of Ithmong, finding the source of the increased monsters, and stopping whatever is making the land unfertile. Pgs. 4-18

Cover of Call of the Crystal Chasm
Call of the Crystal Chasm
5th Edition
Levels 9–11
25 pages
0

The humble hamlet of Brackinstone is home to a small community of halflings dedicated to the goddess Yondalla. When a raiding force of bullywugs threatens the isolated settlement, the player characters are asked to intervene on Brackinstone's behalf. However, it soon becomes apparent that something sinister is at work in the otherwise innocuous hamlet. What's included: 1 uncanny adventure divided into single-page sections for easy running 3 extra encounters that can be added in to add tension or increase the difficulty 2 fully-colored maps with unlabled versions for players (made with assets from 2-minute Tabletop) 9 custom NPCs with clickable links for quick access to statblocks 4 story hooks to continue the adventure afterwards (depending on the characters' actions) Content Warnings: Violence, death, abduction, psychological manipulation, body horror

Cover of AT3.5 A Wall Beyond Fury
AT3.5 A Wall Beyond Fury
AD&D
Levels 5–7
5 pages
0

A Wall Beyond Fury is a companion adventure made to go along with the events unfolding in the Folio #13 (AT3 Playing Down the Dawn). It contains the information needed to run a side adventure that will help characters in their fight against House Vash. The blood fued with the Vash is almost at an end, but the abduction of a former ally and a last cog in the Vash machine must be taken care of. Now, the heroes must enter the Ebon Swamp in search of answers and revenge if they hope to finally put an end to all that has befallen them since they first entered the great city of Taux. This adventure is formatted to both 1E & 5E gaming rules.

DK1 - Mysteries of Daern Kelton
AD&D
Levels 1–4
18 pages
0

This Digital Quarterly is built around a series of four micro-dungeons that can be used as an introduction to The Roslof Keep Campaign for characters just starting out. These dungeons should allow for a small group of players to not only become familiar with each other but also gain a level before taking up the banner of the Ivory Scimitar and entering Mithelvarn’s Labyrinth. As Roslof Keep is built around characters being asked to take up the Ivory Scimitar banner, it makes sense that they wouldn’t be completely ‘green’ and also might have gotten a bit of a reputation within Daern Kelton and Roslof Keep as trusted adventurers who are looking to help out the locals. This reputation can be used to bring The Folio: Digital Quarterly #6 the characters into the sights of House Aldenmier and, therefore, push characters into the campaign on a more realistic basis. It should also be noted that beginning Dungeon Level 1 with a level of experience is something that will be invaluable to the party and the early stages of the campaign. This adventure is formatted to both 1E & 5E gaming rules.

Cover of M2 Vengeance of Alphaks
M2 Vengeance of Alphaks
BECMI
Levels 28–32
32 pages
0

Centuries ago, the despotic Alphaks, ruler of Alphatia, was banished to another world. From his own sphere of entropy he learned to manipulate men, and now seeks revenge against the human race. The volatile region of Norworld, a perennial battleground between Thyatis and Alphaita, draws Alphaks's attention. The already existing frictions, small-time political players, and petty vengeances are the sparks Alphaks will use to ignite a huge war that will destroy man-kind. This is an adventure of politics and diplomacy, of treachery and treason. Only courageous and bold actions can save Norworld from the horrors of war and liberate its people from oppression. The Vengeance of Alphaks may be played as a sequel to module M1, Into the Maelstrom, or separately. The D&D Master Set Rules are necessary for running this game. TSR 9148

Cover of Ripper
Ripper
5th Edition
Level 10
10 pages
0

Rumors fly up and down the river. People have vanished. Bodies have appeared, horribly mutilated. Death stalks the streets of Zobeck, and the people are afraid. Will you stop the killer before he strikes again, and again … and again?

Cover of Chandranther's Bane
Chandranther's Bane
AD&D
Levels 4–6
22 pages
0

You found the treasure you were seeking. Now you have to escape from it. A change in perspective makes all the difference. Sheltering from a storm in a wayhouse, the PCs fall foul of a powerful magical relic. They must navigate their way through an unfamiliar environment populated with changed creatures in order to free themselves from its influence. Pgs. 42-63