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410 adventures found
Cover of Confrontation at Candlekeep
Confrontation at Candlekeep
5th Edition
Level 2
27 pages
0

Candlekeep is under siege, and it needs adventurers to help protect it! Heed the call to defend the legendary monastery and stand against the tide of evil. Confrontation at Candlekeep was used as a D&D Next playtest for D&D 5E. It was released to organized play Dungeon Masters in August 2013, and ran at Gen Con, PAX, and other major conventions. The adventure includes rules for running multiple tables, but can also be run for just one table. The attack on Candlekeep by forces of Asmodeus is tied to the events in Ed Greenwood's novel about the Sundering, "The Herald."

Cover of DDEX02-05 Flames of Kythorn
DDEX02-05 Flames of Kythorn
5th Edition
Levels 1–4
30 pages
0

During a summer drought, Mulmaster is threatened by a series of arson attacks. As the populace riots, accusations fly blaming Thayans, residents of the ghettos, rowdy sailors, the refugees from Phlan and dozens of others. Can you solve the mystery before the city burns?

Cover of Owlbear Run
Owlbear Run
4th Edition
Levels 4–6
26 pages
0

From The Magazine: "Every summer, Duke Hightower holds a competition quite different from the traditional jousting and archery tournaments held by similar lords of his station. The rules of his tournament change from year to year, and, to oversee the games, the duke has appointed two wizard brothers who help choose the setting and create the rules and challenges of the competition. This year the competition is called the “Owlbear Run,” an overland race that requires each participating team to escort a live owlbear from the town of Telvorn to the town of Milvorn. The teams will face a variety of challenges; some are devised by the wizards, others by the competing teams or their sponsors, and some occur entirely at random. All of these tests are in addition to the challenges inherent in motivating a temperamental owlbear. Fortune and fame await the first team to cross the finish line, and the local lords sponsoring the race are eager to enlist skilled champions for their causes." Pgs. 2-27

Frozen Sick
5th Edition
Level 1
15 pages
0

Something is killing people in Palebank Village, and if the party does not stop it they could be next.

Cover of Cold Hands of Chaos
Cold Hands of Chaos
4th Edition
Level 20
6 pages
0

At the behest of Orcus, Demon Prince of Undeath, a mighty deathpriest hierophant has begun assembling a powerful strike force. He intends to launch the first of many assaults on the world, readying it for his master’s arrival. With the help of potent allies and grand rituals, the PCs have discovered a route to the Abyssal headquarters of this hierophant. This delve begins as the PCs teleport from the world to the first of a complex of interconnected chambers deep in the Abyss, linked only by portals. Pgs. 126-131

Cover of DDAL04-07 The Innocent
DDAL04-07 The Innocent
5th Edition
Levels 5–10
21 pages
0

The mists have led you deep into Glumpen Swamp to a den of great evil. Within, the unliving son of an unliving god awaits the peace of death that eternally eludes him. Will you grant him his rest, or realize the part he is to play in things to come? Part Seven of Misty Fortunes and Absent Hearts.

Into the Forsaken Temple's Crypt - Episode Two: A False Tomb
3rd Edition
Level 10
6 pages
0

Into the Forsaken Temple's Crypt is a short adventure for four 10th-level characters. The adventure takes place in a buried temple crypt, which has been sealed for centuries. Dungeon Masters can adjust it for higher-level characters by widening the dead magic areas and increasing the number and power of constructs and undead that inhabit the complex. The PCs had just entered the Forsaken Temple's crypt in the last episode. Now they can begin to penetrate deeper into the crypt, discovering more of its hidden dangers.

Cover of DDEX03-10 Quelling the Horde
DDEX03-10 Quelling the Horde
5th Edition
Levels 1–4
28 pages
0

The Red Plumes have increased patrols in the region surrounding Hillsfar, and a string of disappearances has followed in their wake. Naturally, this has roused the suspicion of the factions. Join your factions and find out the truth behind the missing farmers. A four-hour adventure for 1st-4th level characters.

Cover of DDEX02-09 Eye of the Tempest
DDEX02-09 Eye of the Tempest
5th Edition
Levels 5–10
68 pages
0

A storm of unparalleled fury has been ravaging the peaks of the Earthspur Mountains for a tenday, and the Monastery of the Yellow Rose sits in its eye for now. Some monks have fled the monastery to the safety of Mulmaster and beseech you to convince their more obstinate brothers to retreat to the city before the eye of the storm shifts, and the monastery is in terrible danger. Can you brave the elements and convince the monks to escape? An eight-hour adventure for 5th-10th level characters.

Cover of The Raider's Hideout
The Raider's Hideout
4th Edition
Level 4
6 pages
0

The Raiders’ Hideout is a series of underground chambers (or perhaps the interior of a pyramid) that serves as a base of operations for a band of gnoll desert raiders. The PCs have come to exact a measure of justice for recent brutal caravan raids. They’ve tracked the gnolls to their lair, where they intend to end the threat to desert trade once and for all. Pgs. 30-35

Cover of DDEX03-13 Writhing in the Dark
DDEX03-13 Writhing in the Dark
5th Edition
Levels 5–10
21 pages
0

An unexpected envoy arrives in Sporedome and offers to give aid against the fire giants of Maerimydra, if you are willing to help his people with a small problem. A two-hour adventure for 5th through 10th level characters. Optimized for five 8th level characters.

Cover of Crypt of Lyzandred the Mad
Crypt of Lyzandred the Mad
AD&D
Levels 6–9
48 pages
0

Lost Tombs, Volume 2 The lich Lyzandred: a madman, an undead archmage, a survivor of the twin cataclysms that destroyed tow great empires. His name invokes fear in the hears of the smallest children, the bravest warriors, and the wisest sages. Like a malicious cat, the lich toys with all who stumble into his maze, tormenting them with strange puzzles and obscure riddles, monsters and demons, weird traps and dangerous magics. All who enter the crypt of Lyzandred find themselves scarred with his rune, proof of their visit -- and their folly. But there is a method to the madness of Lyzandred, a purpose to his twisted games. If you're lucky, you might even live to learn about it. The Lost Tombs series begins with Star Cairns (Volume 1) and concludes with The Doomgrinder (Volume 3). Each adventure is playable separately, or they can be linked to form an epic-length story. TSR 9580

Cover of The Silence of Evil
The Silence of Evil
4th Edition
Level 29
6 pages
0

Centuries ago, a green dragon terrorized the civilized lands near its lair. As the beast grew in power, countless cult followers gathered. With the help of its worshipers, the dragon transformed into a runescribed dracolich. The dragon and its cult grew larger and more powerful over the centuries. This, of course, led to war with the surrounding nations. After terrible battles and much loss, the cultists were slaughtered and the dragon destroyed, but its phylactery could not be found. The beast reformed, gathered cultists anew, and again was defeated. The phylactery still could not be found. This time, the powers of civilization decided not to destroy the beast, but to trap it, locking it away and setting various guards. Recently, a divination ritual performed by someone the PCs respect revealed that great peril will arise if a creature lairing in Mount Sorrowspire (the dracolich) is not destroyed. Pgs. 180-185

Cover of Icewind Dale: Rime of the Frostmaiden
Icewind Dale: Rime of the Frostmaiden
5th Edition
Level 1
? pages
1

Some Secrets are Worth Dying For Feel the cold touch of death in this adventure for the world’s greatest roleplaying game. In Icewind Dale, adventure is a dish best served cold. Beneath the unyielding night sky, you stand before a towering glacier and recite an ancient rhyme, causing a crack to form in the great wall of ice. Beyond this yawning fissure, the Caves of Hunger await. And past this icy dungeon is a secret so old and terrifying that few dare speak of it. The mad wizards of the Arcane Brotherhood long to possess that which the god of winter’s wrath has so coldly preserved—as do you! What fantastic secrets and treasures are entombed in the sunless heart of the glacier, and what will their discovery mean for the denizens of Icewind Dale? Can you save Ten-Towns from the Frostmaiden’s everlasting night? Icewind Dale: Rime of the Frostmaiden is a tale of dark terror that revisits the forlorn, flickering candlelights of civilization known as Ten-Towns and sheds light on the many bone-chilling locations that surround these frontier settlements.

Cover of A Call to Arms
A Call to Arms
3rd Edition
Level 9
8 pages
0

The citizens of Phent, which is a large town in Thesk, are a proud, yet warm and accepting folk. For the past nine years, they have been host to over six hundred orcs, which is certainly an anomaly in the average Faerûnian community. In 1360 DR, Zhentil Keep sent one thousand orcs to aid in the fight against the westward-sweeping Tuigan hordes. The orcs fought well—well enough that the citizens of Thesk welcomed them as citizens when Zhentil Keep abandoned them in this land in 1363 DR. Still, a current of unsettling concern lingers. Some believe that the orcs are still part of Zhentil Keep’s strike force, but that they went on standby to wait for the moment when their masters give the signal. Once allowed, these orcs may launch a crippling attack from within. However, in nine years, no signal has been given—at least none that any of the paranoid folk have noticed. The orcs are enthusiastic citizens and, apart from some rowdiness during breaks from the mines or fields, they have hurt no one. And then, a prophet comes, with a message of war . . . In A Call to Arms, the player characters (PCs) have a chance to prevent orcs from rising up against some humans. This adventure is designed for four 9th-level D&D® characters. The encounters can be adjusted up or down to suit your group’s needs, however.

Cover of DDAL04-10 The Artifact
DDAL04-10 The Artifact
5th Edition
Levels 5–10
21 pages
0

An expedition to the Amber Temple reveals another major minion of the enemy and uncovers a secret weapon that may help defeat them. Part Ten of Misty Fortunes and Absent Hearts.

Cover of Dark Water Trap
Dark Water Trap
3rd Edition
Levels 4–7
2 pages
0

Dark Water Trap is a mini-adventure that has a single encounter that involves Duergar using darkness and anti-darkvision to get the player to fall into a Pit trap full of water, so that the party will drown. The encounter either works as a standalone (Ie. the Duergar have been causing trouble), or as a part of a larger adventure or dungeon, Duegar or otherwise. Pgs. 26-27

Cover of DDEX03-12 Hillsfar Reclaimed
DDEX03-12 Hillsfar Reclaimed
5th Edition
Levels 1–4
26 pages
0

The time has come to fight back against Hillsfar. Elanil Elassidil tasks you with uncovering valuable information to be used in a strike against the leader of Hillsfar, First Lord Torin Nomerthal himself. The only problem is that what you need is protected within the walls of the city.

Cover of The Temple Between
The Temple Between
4th Edition
Level 9
68 pages
0

“The Temple Between” is an adventure for 9th level characters, and it is challenging enough to take them to 11th level by the time all is said and done. Although intended as the final chapter of the heroic tier portion of the Scales of War Adventure Path, it can be run as a standalone adventure, or as an adventure in a campaign of your own making, with a small degree of modification. It contains elements of urban investigation, dungeon delving, and even wartime conflict, making it a suitable adventure to players of many tastes and preferences. The western end of Elsir Vale has been greatly troubled in recent days. The threat of the orc hordes from beyond the Stonehome Mountains, though turned back at Bordrin’s Watch, still lingers in the people’s minds. Peculiar and hostile creatures of shadow lurk in the caverns and caves below. Political squabbling grows among the city’s powerful dwarf clans. All this makes the city particularly vulnerable to an enemy nobody saw coming - that nobody even imagined. This enemy has goals and objectives far beyond the ultimately unimportant Elsir Vale, but the first step is the utter subjugation of Overlook. An enemy who, at least in part, is already here. In this adventure the player characters start by investigating the strange behavior of the city's clergy. They swiftly discover hints of a conspiracy worming its way through the city hierarchy - some members are possessed while others have been replaced by dopplegangers. After trailing this conspiracy to its source they discover a portal that leads to an ancient temple in the mountains. Using the portal, the PCs go to the abandoned ancient temple where they must confront both a cadre of fey and a band of mercenaries, from whom they learn there is a plot for a full-scale invasion of the region! The PCs must them rush back to Overlook and cement their place as heroes as they face off against the invading forces. Pgs. 4-71

Cover of Dark Legacy of Evard
Dark Legacy of Evard
4th Edition
Levels 1–3
63 pages
0

Many years ago, Evard came to Duponde to destroy his rival Vontarin, a powerful wizard who lived in a manor at the edge of town. The two mages met near the walls of the abbey of St. Avarthil and dueled all night long with black spells, laying the old monastery in ruins with their magic. In the morning, the surviving friars found Evard dead in the wreckage and buried him in the town’s graveyard. Vontarin was never seen again. Now, almost fifty years after his death, Evard’s final curse is about to descend on the town and everyone within it. Also available in Dungeon Magazine #219 Pgs. 30-90