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312 adventures found
Cover of M1: Gallery of the Hate Blossom
M1: Gallery of the Hate Blossom
4th Edition
Level 14
5 pages
0

A half-marilith, half-medusa druidess lich known as the Hate Blossom lairs in this dungeon, having been run out of mortal society and shunned by demonkind. She possesses the petrified-yet-still-living body of Melenkir, the first human arch-mage and the single creature to remember a ritual that may save the realm from an extraplanar threat. Only slaying Hate Blossom or convincing her to lift the curse will revive Melenkir. Published by Defy Danger and Save Verses Death

The Goblins' Gambit
5th Edition
Levels 1–5
? pages
0

Ambushed on the road by goblinoids and then follow them to their lair in an old, abandoned hunting lodge in a forest. This is a short adventure that can be played in a session. The Goblins’ Gambit is perfect for situations where the party suddenly decides to go completely off the rails and the gamemaster does not have anything prepared for the destination. It is designed to be simple and the gamemaster is empowered to read and run it quickly. A 3rd level party is ideal for this adventure, but it can be easily tuned up to 5th level or down to 1st level by adding or removing a few simple enemies. This adventure can be used in three different ways - The starting adventure - This is a great adventure to start a new campaign with. A good option to use for a brand new group of players A random encounter - This is perfect for use for a random encounter along the road A retrieval mission - This adventure can also be used as a low level mission from a patron What is included? The adventure pdf DM's map of two different locations Two high resolution (8192x6144) maps for an abandoned hunting lodge and a roadside encounter (grid and gridless), which can be printed out as a tabletop map to play on.

Cover of The Disappearance of Esme
The Disappearance of Esme
5th Edition
Levels 2–4
25 pages
0

The Disappearance of Esme is a short adventure for four or five characters of 2nd to 4th level. It will take a party from an ancient forest to a magical island at the fringe of the Feywild to the Feywild itself. As a standalone one shot, it is possible to complete it within a session of six+ hours. However, it is ideally played over two or even three sessions so that the players have time to absorb all that is happening and make decisions with more care. It can be placed within any setting where travel to the Feywild is a possibility. Features A painstakingly crafted 25 page full-color and fully illustrated PDF, a printer friendly B&W version, and a tested for screen readers accessible version A customisable, standalone adventure with opportunities for exploration, skill challenges, NPC interactions and combat Multiple entry and exit points, suggested developments for many different pathways Well rounded, complex NPCs with old school portraits Tooth Fairies, Flying Monkeys and Foglings: custom monsters with stat blocks A colorful battle map with both DM and player versions and separate monster and environment art assets

A Stolen Song
5th Edition
Level 4
1 pages
0

The astronomer monks of Farsky failed for decades to tell the future by the stars. Desperate, they found a promising seer, and passed off her predictions as their own… until deadly illness struck. Unable to give up their lucrative scam, they trapped her spirit, which became a thing of evil: a banshee, whose howls foretold their doom. The party have heard rumors of a ruin, where once sages could answer any question… Notes by @Demian: Winner of One Page Dungeon Contest (OPDC) 2015. The adventure consists of a single small dungeon with 13 rooms and an exploration/time-based random Silence spell mechanic. It is themed around music and sound. Designed as a one-shot to be played in one 4–7 hour session.

Cover of The Demon Stones
The Demon Stones
OSR
Levels 4–5
79 pages
0

When huge stones fall out of the night sky, A deadly curse settles over Gravencross. Help the village exorcise the Demon Stones. “The sun had set an hour ago, and the rain lashed down and the wind howled on the dark moor. A storm this late in the season was unusual, but this one seemed different. The clouds were more menacing, tinged with anger, the rain colder and more biting than usual. Skerrill had to find the lost calf and get him back to the farm before his father came back from the city on business. He’d been looking for two hours now, and he was right in the middle of the moor when the storm hit. He knew he should have turned back as soon as darkness fell, but then he was never the brightest boy in the valley. If only he had remembered to lock the farm gate. The calf was now likely dead anyway having stumbled among the boulders and rocks, panicking in the dark, and then fallen in a floodwater stream and drowned. Either way, he was in more trouble than he could imagine. Suddenly, a bright flash of white light and a roaring peal of thunder were preceded by an explosion as a huge object fell from the sky and impacted the ground of the moor no more than a stone’s throw from him. Dirt, mud, water, and debris erupted from the impact site, flying high into the air and then covering the moor for hundreds of feet all around. Skerrill was knocked to the ground instantly and covered in the fallout from the blast. His ears rang and his head spun, but he staggered to his feet in a daze. He stumbled to where the blast had happened only moments before, and in a depression in the ground lay a huge stone glowing orange as if hot. Skerrill passed out. Two more thunderous explosions crashed in the distance.”

Cover of Tsar Rising
Tsar Rising
3rd Edition
Levels 8–9
60 pages
0

The cry echoes across Torassia: the cruel tyrant fell in a battle with undead troops, abandoned by the two princes in his time of need. The empty throne creates anarchy and chaos, as the princes and the Tsar's advisor battle for the right to rule. As if that wasn't bad enough, the worst winter that Torrassia has ever experienced leaves frozen corpses in villages everywhere. It's a race against time as Sergei, the Tsar's commander in chief, gallops southwards to reach the capital before the forces of hell get there first. Will you brace the coming storm? Published by MonkeyGod Enterprises and Highmoon Press

The Trickster's Labyrinth
5th Edition
Level 3
38 pages
0

A 5th Edition Fantasy Adventure for 3rd Level Characters The PCs find themselves trapped in a strange labyrinth. They’ve arrived by magical means, and they can’t go back the way they came. They have no idea where this labyrinth is located. As they explore the labyrinth and try to find their way out, they may learn that everything is not as it seems, and the difference between an enemy and an ally can be difficult to discern. Escape is not easy, and a fate worse than death awaits those who fall. Published by Starwalker Studios

Cover of Hounds of Hendenburgh
Hounds of Hendenburgh
OSR
Levels 1–3
20 pages
0

Terror roams the dark and brambled paths of the Kryptwood. A pack of giant spectral hounds rule the night, savaging those foolish enough to brave the forest. The villagers of Hendenburgh cower in the shadows of the ancient boughs as each morning heralds a newly savaged corpse. Explore the ancient paths of the Kryptwood in a 25-hex hexcrawl. Discover the mysterious Tyrant's Tomb. Negotiate, serve or betray the factions of the Kryptwood (a ghostly despot, a gang of highwaymen with excellent PR, a horrifying witch coven, and the eccentric inhabitants of Hendenburgh). Fight new monsters such as owlboars, kryptwood hounds and ghostly tyrants. Hounds of Hendenburgh is designed for use with Cairn by Yochai Gal but compatible with other OSR systems. If using OSRIC, OSE or other OSR rulesets then the adventure is best suited to low-level parties (1-3). Reviews Hounds of Hendenburgh is an adventure brimming with potential energy, like a domino run—any prodding by the players is sure to set off a chain reaction, but where any individual piece will end up is anyone’s guess . . . For me, Hounds of Hendenburgh is a major highlight of A Town, A Forest, A Dungeon. I’m eager to bring it to the table, and I expect it’s the sort of adventure that will reward referees who run it multiple times. - Dododecahedron Blog This 22 page adventure presents a delightful little romp through a colourful town, a dreadful forest, and a small haunted dungeon/crypt. Would that everything I reviewed were at least this good. A credit to county Donegal! - Bryce Lynch (tenfootpole.org)

The Road to Swordfall
5th Edition
Levels 1–3
8 pages
0

The road to the remote village of Swordfall is a long and winding one. It takes pilgrims who wish to visit the holy site from the main trade road, through the hills, and into the mountains where once, thousands of years ago, two gods engaged in an epic battle. Now, all that remains of the battlefield is a lone sword, several hundred feet tall, embedded in the ground at the center of a massive crater. Over the years, a large temple to Thuul, god of battle, sprung up around the site. Now, warriors and fighters from across the land travel to Swordfall to pay their respects once in their lifetime. Recently, however, pilgrims have begun going missing. Somewhere between the main road and Swordfall itself, something, or someone, has been waylaying travelers. Unbeknownst to most, a cult to Ghenna has taken over one of the lone inns along the route and has begun using it to capture and sacrifice pilgrims to their own dark god. Unless a group of adventurers can stop them, the sacrifices won't stop.

Cover of Mini-Dungeons #1: Caves 3 Adventures in 1 Bundle
Mini-Dungeons #1: Caves 3 Adventures in 1 Bundle
5th Edition
Levels 3–8
34 pages
0

Within the pages of this book, you will find three mini-dungeons, all with a common theme. They are all set in dangerous and exciting cave systems. Not only will you be able to drag and drop these mini-dungeons as you need, but this book will also provide a suggested campaign structure and tie-ins to each of them for those witty Dungeon Masters who wish to run them all together. 1. Lizard Folk Tunnels - APL2 to APL5 A daring rescue mission to save two young children from the grasps of a tribe of lizardfolk who's evil intentions are to sacrifice their captives to their evil god. 2. The Cavern of One-Eye - APL4 to APL7 A cave system riddled with orcs as described in Volo's Guide to Monsters. Players will need to think on their feet in this one. 3. The Lair of Frostingbite - APL5 to APL8 Snow-oxen are being stolen from the farmers of Sleet-Town, tracks lead into the ancient and abandoned mine shaft within a nearby mountain. Killer Kobolds, Quaggoth slaves and a ferocious White Dragon await. Published by P.B. Publishing

Cover of The Singing Stones
The Singing Stones
OSR
Levels 3–5
26 pages
0

"Investigate a mystical valley where stones can speak and monsters roam." "The Singing Stones" is a wilderness, point-crawl adventure for characters levels 3-5. It is set in a mystical valley known as Opera Valley, which is filled with sentient, speaking stones. It emphasizes exploration, interaction with unique environmental features, and solving mysteries through dialogue and puzzle-solving rather than straightforward combat. 23 keyed locations Written for the Old-School Essentials (OSE) rule system

SM07 - Under Mirt's Folly
OSR
Levels 4–7
200 pages
0

Under Mirt’s Folly is a 200+ location mega-dungeon from Dunromin University Press Mirt the Long Flame was a mighty wizard a hundred years ago. He fell in love, so the story goes, with a beautiful Goddess. Using all his powers he built his true-love a temple and a pleasure palace with the intention of making her his wife. On midsummer’s eve he bent all his powers to calling her down from Olympus, luring her to our world with the sweetest compliments and tempting gifts. After several hours of calling she appeared and he proposed to her, explaining the wonderful life together he had planned for them. She was not amused. The blasted remains of the temple and the derelict palace, all made from the finest white marble, are all that remains of Mirt’s crazy ambitions. The abandoned ruins are now known by all as Mirt’s Folly. Of course, the anger of a mighty Goddess leaves deep scars in the landscape. A hundred years later the hill, despite being in civilised lands, remains an abandoned place of strange magic. It is the haunt of ghosts and monsters and all who go there return changed, fearful and anxious, if they return at all. No one knows the nature of the Curse of Mirt’s Folly and few desire to find out. But Mirt was a great mage! His powerful magic items and his many books of spells and research have never been found, not to mention the vast wealth he had accumulated. All this amazing loot must still be up there, in the ruins of the palace, or perhaps below it, in the catacombs he is said to have dug there. But who is brave enough, or foolish enough, to go and look? WormThe best-selling Under Mirt’s Folly is just one product from Dunromin University Press. As with all our supplements, Under Mirt’s Folly represents astonishing value, offering excellent quality and quantity at rock-bottom prices: A challenging scenario for a party of 4-8 characters of levels 5-8; Written for OSRIC, OSR, 1st and 2nd Edition D&D and compatible with pretty much ANY FRPG you fancy; More than 100 pages with over 250 encounter locations over 8 levels; Four wandering monster tables; A rumour table to inform and confuse; New and inventive uses of all kinds of Monsters; Inspiring new magic items; Tricks, traps and treasure enough to make any player salivate. And all this for less than FOUR BUCKS for the pdf and not much more for the softback or hardback print copy on Print-on-Demand: that's amazing value for such a quality product! But the best quality playing aids at the best possible prices is what we do at DunrominDunromin University Press...

Cover of The Vault of the Devourer
The Vault of the Devourer
5th Edition
Levels 1–4
32 pages
0

Amid the gales and snowy Earthspur Mountains, the tumbling ruins of the ancient Tempest Mage's tower brood over the village of Windy Valley. When a kidnapper flees into the ruins, it's up to a group of adventurers to apprehend the rogue and save his victim from the vault below. Published by Cold Iron Conventions and Draxtar Games.

Cover of DNH1 - The Lost Temple of Forgotten Evil
DNH1 - The Lost Temple of Forgotten Evil
5th Edition
Levels 4–6
36 pages
0

The small town of Boldon, and its surrounding villages are afraid. Dozens of people are missing, some speculate lost to some nefarious purpose. A broken drunkard tells fantastic tales of an evil temple and the horrible things within. The rare few who know the legends and history of the region are beginning to think the dark times have returned; not seen since the fall of the first age of man. People are beginning to feel the icy fingers of fear closing in. The party becomes aware of these events, and is inspired to investigate. This leads them to a broken man who tells them a story of a lost temple. Has it been rediscovered by men seduced by its forgotten evil? The drunkard’s tale leads to others who might help the party discover more before they face The Lost Temple of Forgotten Evil. Published by Fat Goblin Games

The Fall of Fairhaven
Pathfinder
Levels 4–5
29 pages
0

A free adventure for the Pathfinder RPG, focusing upon a city ravaged by a natural disaster and besieged on all sides. Party levels 4-5 will face off against a half-dragon, half-demon overlord known as Ymial, a demonic seductress, goblin warbands, and drow slavers beneath the ground all while trying to discover the secrets of the city of Fairhaven. Works well for players who are looking to visit a large town and face off in a high-stakes conflict even at low levels. Includes lots of details on the town, from rumors to residents.

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 Temple of the First Fire
Temple of the First Fire
5th Edition
Levels 1–5
19 pages
0

The Temple of the First Fire is a 5e adventure in which a group of heroes must stop an ancient, evil witch known as the Raven Mocker from stealing the eternal flame that lights the sun. If the witch succeeds, it would plunge all humanity into endless darkness. It features a corrupted guardian, a temple suspended from the heavens by divine chains, and a series of unusual encounters, as well as four third-level pregenerated characters! Also available for Savage Worlds. Published by Sigil Entertainment Group.

Cover of A Doven Investigation
A Doven Investigation
5th Edition
Low Level
20 pages
0

'A Doven Investigation' is an adventure for 5e to take characters from level 1 to 3. Within the city of Doven a series of bizarre accidents have worried city authorities. They suspect the origin of these accidents come from a necromancer and so seek out a group of adventurers to hire. Their job is to find out what is causing these accidents and put a stop to it. This job though won't be as easy as it seems. The party will have to make sure to not accuse innocent people, work what the city authorities aren't telling them about these accidents and finally uncover the more infernal origin of what endangers Doven. This adventure serves as a sandbox mystery adventure presenting the party a variety of ways to uncover what truly is happening in Doven. It is a good way for a parties characters to meet up and explore the city of Doven together as they work out more and more about the city.

Cover of Dreams of Dissension
Dreams of Dissension
5th Edition
Level 4
26 pages
0

The people of the hill have brought Cinderstorm’s wrath upon them. If you want to save them, find me beyond the stepping stones in the Whispering Woods. Dreams of Dissension is a 5E adventure filled with mystery, conflict, and spirits set on the edge of a frigid forest. The adventure is designed for characters of 4th level, and should provide enough content for two or three game sessions. These 25 pages are filled with marvelous art and reveal 4 new magic items and 6 original creatures. The supplement includes 4 fully-printable battlemapsmade specifically for the encounters in this adventure (VTT versions are also available for download). Published by Beyond the Screen

Cover of Rosethorn
Rosethorn
5th Edition
Levels 2–5
8 pages
0

Goblin attacks have always plagued the farmers and merchants who live and travel along the roads leading to Whitesparrow. But a recent rash of new attacks are something different. The goblins of one particular tribe have gotten particularly smart, attacking with careful tactics and cunning ambushes. The village guards haven’t been able to outwit the goblins, even when laying traps of their own and hiring mercenaries to stop them. Even as goblins go, Rosethorn isn’t much to look at. He’s small and runty, and yet a lucky break placed him in charge of the Brownleaf goblin tribe. When he claimed a powerful magic relic from a dead wizard three months ago, Rosethorn found his intellect multiplied many times over. The world began to make a more intricate kind of sense to him, and he saw patterns in the ways other folk traveled the roads. After hiring a spy in Whitesparrow to tell him which wagons to pursue, Rosethorn cunningly bribed the wagons’ guards to throw battles in the goblins’ favor. He then moved the lair of the Brownleaf tribe away from their dank caves and into the ruins of the Bearded Man—an enormous dead tree at the center of the Howling Wood. There, Rosethorn continues his campaign of ambush against the foolish villagers, increasing his wealth and power with each robbery.