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3413 adventures found
Cover of Tomb of Annihilation
Tomb of Annihilation
5th Edition
Levels 1–11
256 pages
0

Dare to defy death in this adventure for the world’s greatest roleplaying game. The talk of the streets and taverns has all been about the so-called death curse: a wasting disease afflicting everyone who’s ever been raised from the dead. Victims grow thinner and weaker each day, slowly but steadily sliding toward the death they once denied. When they finally succumb, they can’t be raised—and neither can anyone else, regardless of whether they’ve ever received that miracle in the past. Temples and scholars of divine magic are at a loss to explain a curse that has affected the entire region, and possibly the entire world. The cause is a necromantic artifact called the Soulmonger, which is located somewhere in Chult, a mysterious peninsula far to the south, ringed with mountains and choked with rainforests.

Cover of OS192 - Missionary Retreat
OS192 - Missionary Retreat
AD&D
Level 6
14 pages
0

A job offer from the high bishop? Looks like your fame is becoming far reaching. You meet with revered figure and discover that he has a task right up your alley. A group of missionaries on an island retreat have not been heard from in a year. He asks that you and your associates go check on them.

Cover of Above and Below
Above and Below
5th Edition
Level 3
12 pages
0

Haggofik the dwarven prospector has a nose for ore. And he believes he's found a vein of rare metal up in the mountains. The only problem is that this territory is claimed by a tribe of birdmen. A two-hour adventure for 3rd level characters,. Includes the 5th edition writeup of the thoqqua.

Cover of The Abyssinial Chain
The Abyssinial Chain
Pathfinder
Levels 3–5
31 pages
0

A silent threat grows in Freeports streets. One of the pirate city's own leaders brings Freeport ever closet to war, lining his pockets eve as he plans for eventual invasion by the foreign power Mazin.

Cover of Kobold Hall
Kobold Hall
4th Edition
Level 1
10 pages
0

The ruined manor now known as Kobold Hall was once a minor lord's proud holding, a walled keep overlooking the old King's Road. That was years ago, and the lord's name and glories he earned are long forgotten. Today, the place is called Kobold Hall after the malicious humanoids that invest the place. Pgs. 210-219

Cover of EX2 The Land Beyond the Magic Mirror
EX2 The Land Beyond the Magic Mirror
AD&D
Levels 9–12
32 pages
0

Your adventures have taken you to strange places before, but in the eyes of your experienced party, few of these places are as unusual as the bizarre Land Beyond the Magic Mirror. Here the delightful and the light-hearted often hide great challenges and dangers; here you will journey through a landscape unique among fantasy role-playing scenarios. This adventure was first conceived by E. Gary Gygax as part of the Greyhawk Castle dungeon complex and has been the source of challenge and fun for many skilled players of the Advanced Dungeons & Dragons game. It is finally available to all players and can be added to your existing campaign with ease. "The Land Beyond the Magic Mirror" is designed so that it may be used with its companion scenario, EX1: "Dungeonland." Still, "Land Beyond the Magic Mirror" may easily be played on its own, and should offer hours of excitement in its strange landscape! An adaptation of Lewis Carrol's book 'Alice Through the Looking Glass' into a dungeon crawl, and a sequel to the module EX1 Dungeonland which adapted 'Alice in Wonderland' in the same way. TSR 9073

Cover of A Fey's Lair
A Fey's Lair
5th Edition
Level 4
20 pages
0

This side trek encounter challenges the heroes to recover a precious item from the lair of an evil hag. Estimated play time - 2 hours. This product contains a pair of encounters designed to challenge 4th level PCs. It also includes an extensive backstory, new monsters and new magic items to add to your campaign. The encounters are easily adapted to almost any campaign setting. The text includes optional changes that DMs may consider when running the adventure for their own campaigns. This side trek encounter is the final chapter of a three-part "Fey's Bargain" encounter series.

Cover of Goblin Trouble
Goblin Trouble
5th Edition
Levels 1–3
85 pages
0

Social conflict and negotiations, combat, random encounters, treasure, and dungeon delving — all the elements of a classic D&D adventure in 4 hours. Don’t be put off by the 80+ pages! Half of it is maps and character sheets! Goblin Trouble is a short adventure for four 1st level characters. Written for the Dungeon Masters who are running their very first game, it is full of useful advice and tips on how to prepare for the sessions and how to run the game, easing everyone into the game mechanics along the way More advanced Dungeon Masters and players have the option to use extra options for most encounters that make the game a bit more challenging and fun. In the adventure, the party visits a small village in the Green Forest. There they learn about nasty goblins that terrorize anyone who enters too far into the forest... Is the party up to the challenge? This adventure is also a perfect choice for Dungeon Masters who are looking to expand Lost Mines of Phandelver. With this purchase you’ll get: A beautifully-illustrated 4-hour adventure in PDF format Four unique color maps in both Player and DM versions. All the maps are available as separate files, so they’re easily imported into Roll20 or another VTT. A special Adventure Tracking Sheet that helps you prepare for the game and track your progress 12 ready-to-play, slightly simplified 1st-level characters with backstories so you and your players can immediately jump into the adventure! The players also get a short guide that helps them choose the perfect hero for them. Goblin trouble must be solved. Time to set off on a grand adventure! Would you like to know what the supplement looks like inside? Click the preview under the cover picture above!

Cover of Hunting Demons
Hunting Demons
5th Edition
Levels 5–7
26 pages
0

HUNTING DEMONS RIDDING IMPILTUR OF FIENDS, ONE FIEND AT A TIME Demons and cultists rampage through the countryside of Impiltur, causing much sorrow and loss to the common folk. Hardy adventurers collect bounties from what government remains in the Kingdom. Can the heroes track down and destroy the demon that is plaguing local farmers? Do they have what it takes to join the Kingdom-wide Society which governs and regulates who can collect bounties on demon heads? Do the common folk want their help? An 4-6 hour adventure for 4-6 characters of level 5-7 Includes maps, handouts, stat blocks, and a new magic item!

Cover of What Skitters Beneath? (DC-POA-PND-2)
What Skitters Beneath? (DC-POA-PND-2)
5th Edition
Levels 1–4
17 pages
0

DC-POA-PND-2 What Skitters Beneath? (Part 1 of the Strange Case of Erland Forsk) Strange things have been happening near the Wet Trout Tavern by the Easthaven docks. Mysterious lights, missing items, missing people, and now the bartender swears he saw a ghost! Can you help get to the bottom of this? Two-Hour Adventure for Tier 1 Characters. Optimized for APL 3 Using the DungeonCraft seed Burrowing Borrowers Don't go into the Basement! The Strange Case of Erland Forsk is a four part series of DungeonCraft adventures, each 2-hours long. DC-POA-PND-2 What Skitters Beneath? (tier 1) DC-POA-PND-3 The Watcher in the Attic (tier 1) DC-POA-PND-4 Eateat Go Home? (tier 2) DC-POA-PND-5 What Stalks the Night? (tier 2) ``` Where the cockroaches dance You can wallow in romance But don't go in the basement! Oh! You may think that it's deluxe To ride the banister filled with rust Oh, don't, don’t, don’t, don't go! Don't go in the basement! —Danny Elfman, Don’t Go in the Basement ```

Cover of Shut-In
Shut-In
3.5 Edition
Level 2
11 pages
0

Not all evil spawns in ancient ruins or on fiendish planes. Sometimes, all corruption needs to take root is a jealous memory, cultivated bitterness, and a lonely place to bloom. An elusive killer is leaving a trail of noble blood across the city. When the PCs are recruited to protect an influential spinster, they discover that more is afoot at Dromdal House than anyone suspects. In fact, they may be the ones who need protection, from their aging ward. Pgs. 18-28

Cover of ROS6.5 The Final Banner
ROS6.5 The Final Banner
AD&D
Levels 10–12
10 pages
0

Having now realized that they require 4 Mithel Standards at the same time, the Ivory Scimitar will be faced with actually taking a Banner from another Mithel Company. This scenario pits the characters against the waning might of Men of Iron, and should allow them to claim the Banner for House Aldenmier, thus guaranteeing that they can clear the final level of Mithelvanr's Labyrinth. This adventure is formatted to both 1E & 5E gaming rules.

Cover of F7 - Challenge of the Minotaur
F7 - Challenge of the Minotaur
AD&D
Levels 4–6
8 pages
0

Near the Southern end of the Border Hills between Gortelburg and Havendale is an area rumored to be the home of a Minotaur. Recent reports have begun to surface in Havendale of the surrounding farms and villages that a huge Minotaur has begun to disrupt life in the area. The governing board of Havendale has offered a bounty on the beast to anyone who can track it, kill it, and return proof of its demise. Quite a few parties of adventurers have taken up the task but none have returned for the reward.

Cover of Horror at Devil's Run
Horror at Devil's Run
5th Edition
Levels 3–7
18 pages
0

"I can’t stand to lose again..." The small farming village of Devil’s Run is about to have its yearly pumpkin festival. Unbeknownst to many, Old Pete Barker, a pumpkin farmer of many years, was having difficulty growing his pumpkins. Pete doesn’t have an ample water source, unlike Molly Simms, his primary rival for the festival's coveted largest pumpkin award, whose farm lays near a stream. Fixated on winning the grand prize, Old Pete made a deal with a dark force, the Feeder of Desires, but the deed cost him and the village dearly. “Plant me in the ground and I will make you strong." Peter Barker's body transformed into a vine-like creature with a jack-o-lantern head, and he now ‘waters’ his thriving pumpkin fields with the blood of kidnapped villagers, binding them below the earth while the pumpkin vines burrow into their flesh and feed. These vines have started to enter the town, creating pumpkin-vine creatures which snatch villagers and drag them to his underground lair. Will the adventurers save the village of Devil's Run and put a stop to Pete's pumpkin-patched plots? Let the Pumpkin Festival Commence! ►2– to 4–hour adventure for three to five characters ►Scalable for 3rd—7th level (optimized for 5th) ►5 beautifully mapped areas for your adventurers to explore ►7 new monster stat blocks, including the Pumpkin Terror, Vine Hound, and pumpkin-headed Pete Barker himself! ►Ripe for Halloween, Thanksgiving, or Fall adventuring! PDF Purchaser Bonuses ►HDR map files for each area (both gridded and gridless) ►Virtual Tabletop Tokens for the monsters Also for Roll20 and Foundry VTT

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 Raiders of the Lost Oasis
Raiders of the Lost Oasis
5th Edition
Level 4
28 pages
0

Captured! While trekking across a trackless wasteland, your stalwart band has fallen into the clutches of a nefarious gang of desert raiders. Imprisoned in a subterranean chamber, you are bereft of all of your equipment and magic items, save for a few tattered loincloths. But as chance would have it, an opportunity to escape the cell presents itself. To escape, you must head deeper into an ancient sealed tomb, armed with nothing but your wits and anything you can find along the way. Getting to the surface is just one of many challenges, as you still need to recover your precious equipment, and flee the Lost Oasis, which is surrounded by an inhospitable sea of solid glass!

Cover of Q1 Queen of the Demonweb Pits
Q1 Queen of the Demonweb Pits
AD&D
Levels 10–14
32 pages
1

How different things seem now from when you undertook the crushing of a few rebellious hill giants! What seemed a simple adventure has turned into a major expedition. Much time has passed since you discovered the conspiracy that led you to the frost giants, fire giants, and eventually to the long-forgotten Drow. Through your encounter with the dark elves, you have found the true source of the evil -- the demon queen Lolth! This module is the exciting conclusion of a series of seven AD&D modules. It may be played on its own or as the climax of the "Giant" series (G1-G3) and the 'Drow' series (D1-D3). The first of a new series of other-planar adventures, this module includes several new monsters, maps of the Demonweb and lair of Lolth, and notes on eight alternate worlds, suitable for expansion and addition to existing AD&D campaigns. TSR 9035

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 Trials of the Softoy Valley
Trials of the Softoy Valley
5th Edition
Level 5
4 pages
0

Long ago, the eight tribes of the Softoy Valley put aside their differences and united in peace to erect a great monument to test the mettle of their young men and women. Only by defeating the challenges and guardian of the monolith could a child demonstrate their strength and wisdom to complete their coming of age in the community. All of the tests can be defeated by mind or might in recognition that each member of the tribe has unique skills that can benefit everyone. Although the tribes are long since gone, the monolith remains for adventurers to test their skills.

Cover of Pathfinder Adventure Path #91: Battle of Bloodmarch Hill (Giantslayer 1 of 6)
Pathfinder Adventure Path #91: Battle of Bloodmarch Hill (Giantslayer 1 of 6)
Pathfinder
Level 1
91 pages
0

The Giantslayer Adventure Path begins! In the human town of Trunau, a beleaguered settlement surrounded by the brutal orcs of the Hold of Belkzen, the heroes must investigate a mysterious death. Before they uncover the truth, however, Trunau comes under attack by an orc army, and the heroes must help defend it—only to discover that the situation is worse than anyone realizes. For even the fearsome orc raid is just a distraction allowing a giant chieftain to recover the relics of an ancient giant hero from a tomb long forgotten beneath the town.