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1116 adventures found
Cover of The Curious Tale of Wisteria Vale
The Curious Tale of Wisteria Vale
5th Edition
Level 11
? pages
0

The Curious Tale of Wisteria Vale is the script of a play written in Common. It is split up into three acts, telling the story of a heroic bard before he becomes corrupted by evil. A wizard named Ryllia Liadon donated the book to Candlekeep as an entrance gift. She didn't tell the Avowed that the book contains the secret to accessing Wisteria Vale, a magical demiplane created by the Harpers to imprison a bard named Arrant Quill until they could free him from the influence of an evil artifact. The book has been hidden in the Candlekeep archives for three years, but the Harpers have finally discovered a cure for Quill's corruption, and the time has come to visit Wisteria Vale once more.

Cover of The Great Trial
The Great Trial
5th Edition
Levels 6–7
37 pages
0

The Great Trial is a 5e adventure for characters starting at 7th-level and ending at 10th-level. It's a dungeon consisting in the 3 levels, where the first level is the lowermost one and the last is the uppermost one: First level is composed by mean traps, puzzles and combat; Second level is a labyrinth with a construct Minotaur - the Minotal - and an iron wyvern, brand new creatures; The last and uppermost level is actually a jungle-like demi-place filled with dinosaurs in an open world format. Aenor Gleenwith, a powerful elf wizard, wants to make history alongisde Acererak for his Tomb of Horror and Halaster for his Undermountain. So he created his own dungeon. To test its efficiency, he captures adventurers and puts them in the lowermost level, where they need to work together to survive and leave the dangerous place. At the end, Aenor himself greets the group offering them apologies for the harm caused, to fix all damage caused and also rewarding them for the forced help. This module can be run in any setting, campaign, or as a one-shot. It should take around 10 to 14 hours to complete it since it contains 3 Chapters.

Cover of A Zib For Your Thoughts
A Zib For Your Thoughts
5th Edition
Level 2
17 pages
0

One person's trash is sometimes another's treasure. In this case, it’s also an opportunity for you to go on an excursion across the Tenth District, tracking down a client's very specific request… in thoughts. A 5th edition Dungeons & Dragons adventure for 2nd-level characters, set in Ravnica. Pre-generated characters are also included.

Cover of DDEX01-14 Escape from Phlan
DDEX01-14 Escape from Phlan
5th Edition
Levels 5–10
27 pages
0

Three important citizens of Phlan, who stand against the tyrannical dragon that rules, seek to escape and find refuge across the Moonsea. Can you extricate those that are vital to the factions before it’s too late?

Cover of A Boy and His Dog
A Boy and His Dog
5th Edition
Levels 3–4
2 pages
0

An exceptionally smart ogre and its pet dire wolf have figured out the easy life. Why loot and pillage, when with a few words of common, you can threaten and intimidate your way to comforts?

Cover of Weathering the Storm
Weathering the Storm
5th Edition
Level 5
28 pages
0

Provost Faurious has procured an Aethervane, an astrolabe-like instrument tied to Kythri that's used to navigate manifest zones. Unfortunately for the Provost, the Riedran ship that was carrying the Aethervane across the Sea of Rage to deliver it to their agent in Regalport fell victim to piracy. The player characters are dispatched to Regalport to meet up with the Provost’s agent there and petition High Prince Rygar for more information about the stolen cargo. When the characters dock in Regalport, they meet the Provost’s contact and are ushered into a meeting with High Prince Rygar. Wishing to show his intolerance for piracy, Rygar charters one of his own ships for the party’s use as they investigate the stolen cargo. Upon arriving at the crash site of the stolen cargo, the party is set upon by a fleet of pirates known as the Wind Whisperers. When things turn sour, a new surprise reveals itself as an unnatural storm rolls in, a stolen airship at its heart. The Wind Whisperers have found a way to convert the Aethervane to serve their own purposes. Seeking aid from Rygar and House Lyrandar, the heroes chase after the pirates by sail and airship. As they do, they are bedeviled by the Chaos Fleet—strange ships sailed by an even stranger crew that are drawn to the Aethervane and the chaos it brings. In a final airborne confrontation, the party boards the rogue airship and retrieves the sought-after artifact, with a chance to salvage or sink the stolen vessel in the process…

Cover of Figgy Puddin' Steals Christmas PF2
Figgy Puddin' Steals Christmas PF2
Pathfinder 2e
Levels 1–7
22 pages
0

Figgy Puddin' Steals Christmas is a short adventure for three to six characters, and optimized for 2nd level characters. We also include Scaling Suggestions, allowing you to run this adventure for lower- or higher-level characters. We anticipate a run-time of 2- to 4-hours. There's a bit of roleplay in this adventure, which may extend the playtime. Adventure Background A traveling jester known as Figgy Puddin’ and her Coal Smudge Gang have stolen Christmas presents and now hold them for ransom. While safe and secure in her lair, she awaits either a payment of an outrageous ransom, or a crew of heroes to claim the presents after they navigate her not-so-festive lair. What's the Adventure? After you introduce the hook, the adventure occurs in Figgy Puddin's lair - a refurbished kobold bunker consisting of eight rooms. As the characters explore the linear dungeon, they encounter new creatures, complete challenges, and are tested about their Christmas knowledge. However, the final confrontation with the naughty Figgy Puddin' could make for a very Unhappy and Unmerry Christmas for our heroes, the children of Thistleton, and their parents. Who Is Figgy Puddin’? Figgy Puddin’ was once a happy jester who loved Christmas. For years she traveled the realm, bringing fun and festive cheer to villages and children while preparing the way for Santa. However, times have become tough, and entertainment doesn’t always pay as well as one would like. As Figgy prepares for retirement, she’s learned she doesn’t have enough gold to last. During this time, she’s also decided that Santa doesn’t know who she is, let alone appreciate the work she puts in every year. Using her savings, extortion, blackmail, and other nefarious means, she’s convinced several mechanical geniuses and arcane specialists to help her refurbish her underground bunker with wondrous effects, creatures, and tests. To fund her retirement, she’s taken extreme measures to make some quick gold — holding Christmas presents for ransom.

Cover of FRQ2 Hordes of Dragonspear
FRQ2 Hordes of Dragonspear
AD&D
Levels 10–12
34 pages
0

Dragonspear Castle. All who live within several hundred miles have heard the name and know its import. Once home to the proud and the brave, it stands now a ruin, cloaked behind a history of murder and diabolic plots. Few go there, for the only reward to be found is death. Rumors abound that Dragonspear holds a portal to the sinister planes, but until now those have been unfounded. Following a great battle against orcs and trolls from the High Moor who had taken possession of the castle, a temple to ward against further evil was established. However, by the Time of Troubles, that temple and its clergy had disappeared. Now, a horde of fiends and monsters has amassed at Dragonspear Castle, and it terrorizing the surrounding countryside. The portal is active, that is for certain. The army of Daggerford needs reinforcements! Is you party made of the stuff of heroes? Hordes of Dragonspear can be played using either the Battlesystem miniatures rules, or the quick combat resolution system found in DMGR2, The Castle Guide. Alternatively, a few simple changes render the entire module playable without any special rules. TSR 9369

Trapped in the Toybox
5th Edition
Level 8
11 pages
0

This adventure has a lighter tone but isn’t completely out of place in a serious campaign. The challenges include combat, puzzles, traps and a legendary monster; Jack, in a Box. Does the party need to find something that an evil (and possibly mad) mage may have secluded away in an extra-dimensional space, and ordered an evil Jack-in-the-box and his toy army to protect it at all costs? Well that’s convenient because that is exactly the kind of situation that "Trapped in the Toybox" can help you with. Alternatively maybe that Dragon fight went a little too well for your party, maybe this “cursed chest” could help teach them a little humility. This adventure is designed for 4 (1d6 + 1) adventurers of 8th level who are in possession of a sense of humour. The toybox was created by a chaotic yet playful wizard, in order to hide an enchanted amulet under the protection of Jack. The adventurers should find themselves trapped inside the toybox, and they're in Jack's world now. Jack is the master of this domain and protector of both the amulet he has been entrusted with and the only exit of the toybox. There are a number of ways the adventurers may have come to be inside this toybox, e.g., the toybox may be found as part of the adventurer's loot in a dungeon or dragon's hoard, upon investigation it drags the adventurers inside. Note: This module commemorates our first themed week of Reddit's /r/Monsteraday and ties together this week's monsters in a dungeon designed for four 8th level adventurers. https://www.reddit.com/r/1d6Adventurers/comments/61axk3/trapped_in_the_toybox_adventure_module/ Published by 1d6Adventures

Cover of Zeitgeist: The Gears of Revolution - Act One: The Investigation Begins
Zeitgeist: The Gears of Revolution - Act One: The Investigation Begins
Pathfinder
Levels 1–3
557 pages
0

557 pages - five adventures! The first act of the critically acclaimed ZEITGEIST: The Gears of Revolution Adventure Path now compiled into a gorgeous hardcover book! These five adventures are the first act of a steam & spell campaign for the Pathfinder RPG (also available for Dungeons & Dragons 4th edition). Steam and soot darken the skies above the city of Flint, and the choking products of its industrial forges sweep from the majestic harbor to the fey rainforests that dot its knife-toothed mountains. The Unseen Court, the Great Hunt, and the many spirits of the land no longer receive tribute, but they cannot enter these new domains of steam and steel to demand their tithe. The impoverished workers who huddle in factory slums fear monsters of a different breed, shadowy children of this bleak urban labyrinth. Times are turning. The skyseers – Risurs folk prophets since their homeland’s birth – witness omens in the starry wheels of heaven, and they warn that a new era is nigh. But what they cannot foresee, hidden beyond the smog of the night sky, is the face of this coming era, the spirit of the age. The zeitgeist. This tome contains Act One of ZEITGEIST: The Gears of Revolution, a cinematic adventure path designed for experienced Game Masters. These five 'steam and spell' adventures will take your party - members of the Royal Homeland Constabulary - from 1st to 8th level as they solve murders, engage in magical spycraft, and unearth villainous conspiracies. Take a step away from traditional fantasy, and play a part in shaping the coming age!

Cover of Baldur's Gate Break-Ins
Baldur's Gate Break-Ins
5th Edition
Levels 3–5
41 pages
0

Baldur's Gate Break-Ins collects three heist and infiltration adventures for characters of levels 3-5, for use as a continuation of Burial in Baldur's Gate or as standalone modules. This collection fleshes out several locations around Baldur's Gate, providing adventures in every quarter of the city: Crash the world's worst dinner party in Eomane House! Contend with a criminal operation, a murderous raid, and a Feywild crossing in Jopalin's! Break up a blood-drenched cultist lair in Hamhocks Slaughterhouse! This book includes adventure hooks for running each location separately or as part of a campaign, a guide to running heist and infiltration adventures, three possible group patrons for the party, maps and rosters for each location, more than a dozen creature and NPC stat blocks, and a map pack with player and DM maps by Dyson Logos.

Cover of Plaguebearers
Plaguebearers
5th Edition
Levels 3–5
16 pages
0

You are hired by the Greenskull orc clan as merceneries to assist in the eradication of a firblog settlement from the swamp the orcs need to conquer in order to survive. You are first sent in to retrieve the bodies of scouts that never returned, but you soon realize that something wicked is going on in the swamp. Will you escape with your lives, or will you also become a victim of the Druid's Curse?

Cover of The Spectre of Sanguine Isle
The Spectre of Sanguine Isle
5th Edition
Levels 1–5
57 pages
0

"The Spectre of Sanguine Isle" is an adventure included in the product "Calpurnia's Guide to Practical Traps". It's an adventure that features traps from the document. The isolated town of Cupidinum has been shaken by a senseless murder. The culprit has fled to Sanguine Isle, and it's up to the heroes to find him and bring him to justice. But the fugitive doesn't want to be caught, and he knows a thing or two about guerilla warfare. Can the heroes catch their elusive prey? And was his crime quite as straight-forward as it was made out to be?

Cover of D&D Basic Set (2006)
D&D Basic Set (2006)
3.5 Edition
Level 1
109 pages
0

Introductory adventure to the 3.5 system for up to four 1st level characters. The adventure takes the party through a typical dungeon setting, leading to the lair of a Young Blue Dragon.

Cover of Heroes of Hookholm 1: The Cave on the Foggy Hook
Heroes of Hookholm 1: The Cave on the Foggy Hook
5th Edition
Levels 1–2
20 pages
0

The Cave on Foggy Hook is the first of three connected adventures in the village of Hookholm and is aimed at busy or first time Dungeon Masters. This adventure is designed for 3-5 1st level characters and can be played in a single 3-5 hour session excluding character creation. In this adventure the party will find themselves in Hookholm, a small coastal village rebuilding after a devastating storm almost wiped it off the map. The village is located on the inner curve of the Foggy Hook, a spit of marshy land jutting into the Grey Sea. Beset by the sort of calamities that new adventurers will be able to sink their teeth into and will offer opportunities for roleplaying, puzzle solving, exploration and combat. Includes 5 maps in a number of variations, a brand new monster in the vicious Kuo-toa Feral, and a new chase complications table for chases through swamps or marshes.

Cover of What Stalks the Night? (DC-POA-PND-5)
What Stalks the Night? (DC-POA-PND-5)
5th Edition
Levels 5–10
19 pages
0

DC-POA-PND-5 What Stalks the Night? (Fourth and Final Part of the Strange Case of Erland Forsk) Many residents of Easthaven were woken in the early morning by an explosion. One of the houses near the Wet Trout tavern exploded, and a trail of large, webbed footprints were left in the snow leading off into the wilderness. Two-Hour Adventure for Tier 2 Characters. Optimized for APL 8 Using the DungeonCraft seed My, What Big Feet You Have Don’t Go Outside! 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) ``` Now is not the time to go outside Crawl back into bed and close your eyes Now is not the time to go outside Lock the doors and find a place to hide — Poppy - Don't Go Outside ```

Cover of Tyrant of Zhentil Keep
Tyrant of Zhentil Keep
5th Edition
Level 3
167 pages
0

5e Solo Gamebooks presents Tyrant of Zhentil Keep by Paul Bimler, a 160+ page solo adventure for Dungeons and Dragons Fifth Edition. This adventure is designed for one 3rd-level PC of any race or class, without a DM. Tyrant of Zhentil Keep continues the narrative of The Death Knight’s Squire (the first solo adventure in this series) but can be played as a standalone also. It follows the story of your PC as they continue their journey across Faerun, a lone adventurer wandering wherever the wind takes them. Eventually, it takes them to Zhentil Keep in the Moonsea Region, a strange city, full of secrets. There they begin a quest which takes place over two books, this being the first one, part 2 being Citadel of the Raven. Tyrant of Zhentil Keep is a mini-sandbox in gamebook form, with multiple sidequests and locations to explore. Everything leads towards a central story arc that becomes clearer as the book progresses. Where Death Knight’s Squire had a clear-cut mission at its core, this adventure is pure exploration at first, similar to how a game with a Dungeon Master might commence. The nature of your quest becomes clearer as you advance, collecting snippets of information and encountering various NPCs and locations. The adventure builds upon The Death Knight's Squire in several ways, introducing new combat sheets, sidequests and even audio sound FX embedded in the PDF! You have two ways to approach playing this adventure. You could print out the maps booklet and use actual tokens or miniatures (you’ll need access to a printer for this), or you can load individual .png files of the maps (included) into Roll20 or similar applications and place and move tokens on your device.

Cover of The Demon Within
The Demon Within
Pathfinder
Level 11
34 pages
0

For years, the knights of Mendev have held back the evil locked inside the Worldwound, a vast, demon-tainted landscape. Every few years, they anoint a new protector, a sacred guardian charged with pitting his will against the teeming hordes bent on devouring the very souls of the living. This year, something has gone horribly wrong, and now a bloodthirsty demonic army has overrun the ancient fortress, and threatens to pour into the surrounding countryside.

Cover of Burial in Baldur's Gate
Burial in Baldur's Gate
5th Edition
Levels 1–2
12 pages
0

Burial in Baldur's Gate is a 6-8 hour Dungeons & Dragons adventure for characters of levels 1-2, for use as an introduction to Baldur's Gate: Descent into Avernus or as a standalone module. A simple errand to help a friend reveals a mystery that will lead the characters to a grisly charnel house and the cults of the Dead Three. This is why you never do anybody a favor in Baldur's Gate. The adventure has everything you need to start a new campaign in Baldur's Gate, including: - a new adventure hook for Descent into Avernus - two short introductory dungeon crawls in the Lower City - notes for transitioning into Descent into Avernus - new motivations for characters to continue on to Avernus - four creature and NPC stat blocks, including the carrion crawler larva - a map pack with two maps by Dyson Logos Burial in Baldur's Gate also includes suggestions for combining this adventure with Escape from Elturel if you want to run a mixed party of characters from Baldur's Gate and Elturel.

Cover of DDAL08-05 The Hero of the Troll Wars
DDAL08-05 The Hero of the Troll Wars
5th Edition
Levels 1–4
21 pages
0

Hurtling through time, you find yourself embroiled in a struggle to keep the fledgling town of Waterdeep from succumbing to a vicious Troll invasion. But sometimes the true threat lies within the city walls... Part Two of the Folded Time Trilogy.