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3413 adventures found
Cover of Servants of Darkness
Servants of Darkness
AD&D
Levels 4–6
64 pages
0

Young Bryonna has been judged guilty of consorting with the dark forces of Tepest, and now she will burn at the stake for it. The Inquisitors, priests whose zealousness sometimes stirs whispers of doubt among the people, have condemned her with all the surety that comes with their "holy" power. Heroes of integrity and justice are needed to ferret out the truth. To succeed, they must travel a perilous path that winds through the labyrinthine tunnels of Mount Lament and leads them to the dreaded Hags of Tepest and Tristessa the banshee. Worse still, they must ultimately face the mysterious Prince of Shadows, who manipulates the denizens of the domain for his own evil purposes. When to stand fast? When to run? Only those who survive can say. Servants of Darkness is a stand-alone adventure that can also lead the party to investigate the misty chasm at the center of the Demiplane's Core in The Shadow Rift, the next release for the RAVENLOFT campaign setting. TSR 9541, from 1998

Cover of Still Waters
Still Waters
5th Edition
Levels 6–8
14 pages
0

STILL WATERS Sushi or Steak? Freshwater sahuagin!? Landlocked for hundreds of years, this colony of sahuagin have adapted to live in fresh water and flourished in secret, at least until recently, with the aid of a mysterious patron. Now, they need the party’s help to retrieve something precious to them… This adventure was originally made for a West Marches campaign, but is designed to easily fit into any standard fantasy setting. There are many areas to insert plot hooks for your own world or campaign. A 4-hour adventure for 6th-8th level characters by ALAN TUCKER

Cover of Escape from Wheloon
Escape from Wheloon
5th Edition
Levels 1–4
21 pages
0

The walled city of Wheloon holds the criminal population of Cormyr. The residents of that place are bound to it forever and cut off from the outside world. Inside, plans are made and malcontents pool their resources – and outside, forces influence the innocent to ensure that a dire plot can be realized without interference from the knights and mages that guard the realm. Now you’re here with no memory of what brought you to Wheloon, and all you can think of is finding out why!

Cover of Slaughter at Splinterfang Gorge
Slaughter at Splinterfang Gorge
Pathfinder
Levels 4–6
72 pages
0

Many years ago a brutal bugbear chieftain united the goblinoid tribes of the Meirlara Forest and nearly wiped out all traces of the elves there within. A stroke of chance fate turned the tide and the dreaded bugbear warlord Spragnokk was defeated. His loyal kin hid his body away in a sealed chamber and then the world forgot about Spragnokk... until now. Now his bloodline continues, and they have plans to resurrect their fallen "great chieftain," to bring ruin and revenge upon the elves that handed them defeat decades past. The goblinoid tribes have once more been gathered, and their bloody revenge is imminent, except fate has yet once more placed new champions to stand in their way. They just don't realize it yet.

Cover of Straw Bears (CCC-UCON-03)
Straw Bears (CCC-UCON-03)
5th Edition
Levels 1–4
31 pages
0

You return to the peculiar village of Basht for one of their unusual festivals: the procession of the Straw Bears. While there, you meet some old friends and are asked to escort the brave villagers into the woods to continue the party into the night. It should be perfectly safe, shouldn’t it? A Two to Four-Hour Adventure for Tier 1 Characters. Optimized for APL 3. The Straw Bears originally debuted at U-Con on November 2020. (https://www.ucon-gaming.org/)

Cover of FN10 - Abbey of Sobek
FN10 - Abbey of Sobek
AD&D
Levels 4–7
12 pages
0

With your fame building in the Great Plains of Dorack you have received word of an abandoned temple that has been showing signs of life. Years ago the followers of the old deity Sobek built a temple to honor him. The cult died out after a successful raid by Plainsmen who looted the complex after killing off the monks who inhabited it. A few days after the temple sacking the chieftain responsible for the attack fell ill and died of a mysterious disease. As it was believed a curse befell the warlord, the area was abandoned and considered taboo. Lately strange lights have been seen near the old temple and a giant stone alligator has been spotted in the area. The Plainsmen cannot go to the area as the old taboo is still in place and have asked your party to investigate.

Cover of HS2 - Orcs of Stonefang Pass
HS2 - Orcs of Stonefang Pass
4th Edition
Level 5
32 pages
0

Stonefang Pass wends its way through the mountains of the Stonemarch, home to brutal tribes of orcs. The time has come to clear the pass and gain a foothold, so that it can be used for trade between the town of Winterhaven and the lands beyond the mountains. Brave adventurers are needed to rid the pass of monsters and liberate Stonefang Keep from the orcs. Who’s up for the challenge?

Cover of Ravager part 2 Lord of Dust and Death
Ravager part 2 Lord of Dust and Death
AD&D
Levels 7–9
11 pages
0

A bandit leader known only as "The Ravager" brings ruin to the Border Kingdoms. The characters must destroy the source of his power and defeat him before he can complete his evil plans. Pgs. 11-21

Cover of The Crucible
The Crucible
5th Edition
Levels 5–9
41 pages
0

The players get more than they bargain for when answering a night-time call for assistance from a mutual friend. Can they escape the githyanki prison known as the Crucible and find their way home from the Astral Plane? Designed for characters of 5th to 9th level, the Crucible can be played as a standalone one shot adventure, or as the first in a four part series of connected one shots that see the party fight their way to hell and back.

Cover of DSQ2 Arcane Shadows
DSQ2 Arcane Shadows
AD&D
Levels 5–8
120 pages
0

Tyr has been freed, and the mighty army of Urik has been turned back. These are new and strange times, indeed. Now Urik has become home - at least for a while - and there are new markets to shop, new streets to explore, and, oh yes, preservers to meet. Preservers, the keepers of good magic, have sent a mysterious summons. They are ready to embark on a new and dangerous plot to thwart sorcerer-kings and bring new life to Athas. To associate with preservers is dangerous to say the least, but when the king's templars uncover the schemes, a death mark falls upon all involved Will a desperate journey across the wastelands, with the templars in hot pursuit, end in victory or chaos? The answers lie in the hearts of mighty heroes and the resources of Arcane Shadows. In this adventure, the PCs find themselves in Urik, perhaps as a result of the war between Tyr and Urik that took place in Road to Urik. There, they become involved in a ritual meant to help a nascent Avangion (a very powerful wizard/psion of a generally benign type) reach the next stage of its development, but the ritual is interrupted by Urik's templars. The Avangion-to-be is left in a cocoon, and the PCs are tasked with bringing it to a new location in the wilderness where the ritual can be completed. They need to get the cocoon to the ritual location before it's too late, while evading pursuit as well as dealing with any wilderness dangers on the way, plus the evil machinations of a raiding tribe seeking the wizard for their own dark purposes. The adventure is fairly rail-roaded with a series of set encounters between points A and B. Like other Dark Sun adventures, it comes with a set of handouts. Unlike the previous adventures in the series, Arcane Shadows is not tied to the Prism Pentad novel series, nor is it really tied to the previous adventures. You can easily play it as a stand-alone without affecting the earlier ones. TSR 2410

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 M1 Jewel of the Lunar Rift
M1 Jewel of the Lunar Rift
OSR
Levels 1–3
34 pages
0

Things are not right at Du Sharid Manor. Months ago, a deranged parish priest and his most devout followers formed a heretical cult. These self-proclaimed “Seekers of the White Heart” chose the desolate Wild Hills to practice their secret rites; but the strange goings on at the Wild Hills did not escape the prying eyes of the more pious villagers who set out to confront the cultists. Once there, the villagers witnessed something terrifying and unexpected. Since the events of that night, the cultists have vanished, but the remaining serfs of Du Sharid now live in constant paranoia. Your party has been hired by the local bishop to to learn the truth about what happened at Du Sharid Manor. For use with Swords & Wizardry (or the like) and designed for the experienced Referee, Jewel of the Lunar Rift is a first-level campaign-starter and an introduction to the Messoria setting. Included as a bonus are campaign journals from the author's own sessions.

Cover of Die Vecna Die
Die Vecna Die
AD&D
Levels 10–13
160 pages
0

The End of the World Is at Hand! A hideous death cult has seized control of an ancient artifact-monument known as Tovag Baragu. The power behind the cult is the Old One himself, Iuz the Evil, demonic master of an empire. He's on an all-or-nothing quest for supremacy over the world—and the heavens beyond. To stop him, heroes must face horrors never dreamed of, journeying to a shadowed city where Death rules and the living cower. Here, Iuz will achieve his mad dream by destroying the imprisoned master of that alien citadel: Vecna, the mightiest lich, an immortal demigod. Two items exist with the power to stop Iuz—the Eye and the Hand of Vecna—but using them carries fantastic risks. Not even the gods know what will be unleashed when these items are fully activated. Die Vecna Die! takes the heroes from the Greyhawk campaign to the demiplane of Ravenloft and then to the Planescape city of Sigil. However, none of the material from those settings is required for play. TSR 11662

Cover of A Mess to Clean
A Mess to Clean
5th Edition
Level 3
8 pages
0

A member of the Thieves Guild Ebonclad has betrayed the guild and left a trail of bodies in his wake. The incident leaves the guild in a vulnerable position, and now a cleaning crew is necessary to find the rogue agent and cover the guild’s tracks. The party has to track down and eliminate Rikus Nickol, a guild defector. Rikus violated the honor among thieves when he murdered his teammates and made off with an enigmatic coral tablet that they were sent to steal from a building on the Ohlrise campus. The party is encouraged to retrieve this tablet as well, though eliminating Rikus is the most important goal. The party plays the role of investigators. The mission primarily deals with investigating a botched job on the Ohlrise (College/Wizard) campus, though it culminates in searching for a thief who defected from the guild. The characters are confronted by the rogue agent, forcing them to react to the situation as it unfolds.

Cover of Lord of Gloomthrone
Lord of Gloomthrone
5th Edition
Level 12
27 pages
0

Agents of evil are attempting to complete a dark ritual in the icy depths of Gloomthrone Citadel, a ritual that would surely spell disaster for the kingdom if completed! Led by the priestess Z'ress Baenre, a coterie of drow have overtaken the abandoned tower and fortified it with their minions. It's a race against time for the PCs to make their way through Gloomthrone's defenses, and put an end to Z'ress and the foul magic she is using.

Cover of DDAL08-02 Beneath the City of the Dead
DDAL08-02 Beneath the City of the Dead
5th Edition
Levels 1–4
24 pages
0

Part Two of the Umbral Aristocracy Trilogy. The treasure hunt has led to the City of the Dead. Beneath that well-manicured park is an ancient crypt where the treasure awaits you!

Cover of Terrible Trouble at Tragidore
Terrible Trouble at Tragidore
AD&D
Levels 5–8
16 pages
0

Terrible Trouble at Tragidore is a 16 page tournament module for 5th to 8th level characters. Notorious for being one of the worst modules of all time, with implausible background and encounters and a railroad of a plot.

Cover of A Harvest of Evil
A Harvest of Evil
3rd Edition
Levels 10–12
7 pages
0

Despite what some may think, those in Zhentil Keep haven't forgotten about their orc troops in Phent. In public discussion in Zhentil Keep, the leaders of the Zhentilar, the military branch of Zhentil Keep, have confidently asserted that the orcs in Thesk are completely loyal to Zhentil Keep. They maintain that the orcs are just biding their time and building up trust among the citizens, until the appointed time when the word is given. In private, these same leaders are gravely concerned. The leaders didn't get to positions of command by being idiots, and they know that the orcs are treated well and accepted in Thesk, which is a rarity for them with the humans and humanoids of Faerûn in general. The leaders know that many of the orcs would be reluctant to destroy the source of this acceptance. But what if the orcs' chief god, Gruumsh, told them to? The Zhentilar turned to the Black Network and presented the problem. The Zhents knew what to do. The Zhents have dispatched a powerful cleric, a master of persuasion and deception, to pose as an orc prophet of Gruumsh and whip the orcs into a destructive frenzy. In addition, the Zhentilar have staged raids against human caravans by what look like orc warriors so that they can start antiorc sentiment among the population of Thesk. Twin Oaks is a tiny, sleepy little thorp located just within the sheltering eaves of a great forest. Home to an extended family clan of farmers and woodcutters, the community was founded within living memory and since its creation the inhabitants have known only peace and prosperity. But just as the gentle breezes of late summer can transform rapidly into the deadly storms of autumn, dark times have come suddenly to Twin Oaks, in the person of Deskryn, a vampire who finds himself on the run from deadly enemies. Just two nights ago, as the good folk of Twin Oaks prepared for the annual harvest, Deskryn’s castle home was invaded by an intrepid band of adventurers led by a noble paladin. Although the party did not achieve its goal of slaying the vampire himself, they managed to drive him from his lair and force him to flee into the night with only the barest fraction of his former resources in tow. Unfortunately for the good folk of Twin Oaks, theirs was the community onto which the 2 vampire stumbled first, and it is here that the fiends have taken refuge. The little settlement offers the displaced vampire all that he needs: shelter from the hateful light of the sun, a selection of new servants, and a supply of fresh mortal blood. Even in his current condition, Deskryn alone is more than a match for the nhabitants of the thorp; but his best hope of survival lies not in conquest, but in secrecy. He plans to hide in Twin Oaks until he believes it safe to leave; then, he can begin plotting his revenge on the hateful paladin and her compatriots who brought him to this lowly state. As for the citizens of the thorp, they are all but helpless in the face of this powerful enemy. The vampire has already slaked his unholy thirst on one of their number, and his minions have taken hostages to ensure that the inhabitants do as they are told. All the folk of Twin Oaks hope that Deskryn will take what he wants and then leave them in peace, but few of them believe that such hopes are realistic. Until Deskryn has satisfied himself that the coast is clear, Twin Oaks—and its people—belong to him.

Cover of CCC-SCAR01-01 Corrupted Artery
CCC-SCAR01-01 Corrupted Artery
5th Edition
Levels 1–4
28 pages
0

The mining town of Glister has had a prosperous year, and people have been coming in search of work and wealth. A call has gone out for help in some local matters, but getting there is no easy task. Catch the caravan and travel through treacherous Thar! A 2-Hour Adventure for 1st-4th Level Characters Part 1 of Kossuth’s Kiss

Cover of Be All My Sins Remember'd
Be All My Sins Remember'd
5th Edition
Levels 17–20
10 pages
0

The kuo-toa are a piscine race with a psychic affliction that makes them behave erratically and invent gods when feeling threatened. That same affliction gives them the power to bring those gods to life. Blibdoolpoolp is the most widely worshipped, and thus most powerful, of their gods. Blibdoolpoolp views the kuo-toa as her children despite having been born after them. Like all good mothers, she nurtures and protects. One of her chief concerns is understanding the kuo-toa’s psychic affliction, which causes them to undermine themselves whenever they strive for greatness. She discovers that a corrupted elder brain deep in the Underdark has a connection to the race; though the connection gives them psychic powers, it also turns them into powerless thralls, explaining their self destructive behaviors. Constrained by the same leash on her children, Blibdoolpoolp seeks adventurers to destroy the elder brain. Its death would free the kuo-toa, but potentially at great cost: if the kuo-toa lose their powers, will Blibdoolpoolp die?