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3561 adventures found
Cover of A Most Potent Brew
A Most Potent Brew
5th Edition
Level 1
4 pages
11  0

Summary The party is sent to deal with a problem that should be instantly familiar to all rookie adventurers - exterminating giant rats that have taken up residence in a beer cellar. However, if they are to achieve their goal our heroes are going to have to get their first taste of a real dungeon as they explore the ruins of an ancient Wizard’s Tower. What is this adventure? This first-level adventure is designed for D&D veterans and complete beginners alike. It only uses rules, items, monsters and concepts found in the free basic ruleset that can be downloaded from the Wizards of the Coast website. That means that you and your friends can play this without having to buy anything other than snacks, drinks and maybe some dice - though even these can be replaced by the many free Dice Roller apps available for phones and tablets.

Cover of The Druid's Cave
The Druid's Cave
5th Edition
Levels 1–3
11 pages
0  0

A local druid has looked into the face of madness, and now instead of protecting the forest he is corrupting it. Can you find him and save the forest and the cute furry creatures that live there? A short adventure designed to be run in a single night for 3-5 characters between level 1 and 3. The adventure includes graded encounters to cater for different group sizes and levels as well as summary creature blocks to aid the dungeon master.

Cover of A Paladin in Hell
A Paladin in Hell
AD&D
Levels 15–20
67 pages
0  0

Eternally does the Lord of Nessus scheme, and his designs are for all eternity; In the pit of Hell do the devils teem round his throne, and his reign is unchallenged; By the eight Dark Ones is he held supreme, and his name (speak it not!) is Asmodeus. - From "The Canticle of Thumis," 142:15 To some, justice is more important than glory, duty is more important than desire, and goodness is more important than life. The great paladin Klysandral was such a man. But even the sleep of death, at the end of a long lifetime spent battling evil, did not bring peace to Klysandral. During his funeral, the entire Temple of Neheod was dragged by terrible magic into the Nine Hells, along with the soul of Klysandral and scores of living mourners! What unearthly motive could be behind this tragedy? Only the bravest, strongest, and most resolute heroes will have the mettle to find the answer. Along the way, they will meet the enigmatic wizard Emirikil the Chaotic, sail aboard the fiendish ship Demonwing, and finally face the horrific minions and overwhelming terrors of Hell itself. Only the path of light can lead the bravest of the brave into perdition and safely out again. Step wisely, and walk in justice.

Cover of DDEX03-04 It's All in the Blood
DDEX03-04 It's All in the Blood
5th Edition
Levels 11–16
56 pages
0  0

Rumors of faceless demonic creatures have been steadily rising in the Hillsfar region, and it is said that far below the surface of Faerun, nestled in the bowels of the Underdark, ancient terrors are stirring. The imperiled drow of Szith Morcane have extended an intriguing offer, but can the drow be trusted, and for how long? An eight-hour adventure for 11th-16th level characters.

Cover of DDEX02-09 Eye of the Tempest
DDEX02-09 Eye of the Tempest
5th Edition
Levels 5–10
68 pages
0  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 BF1 Morgansfort: The Western Lands Campaign
BF1 Morgansfort: The Western Lands Campaign
OSR
Level 1
70 pages
0  1

Morgansfort: The Western Lands Campaign is the first published campaign setting for the Basic Fantasy Role-Playing Game. This module includes a brief description of the Western Lands: A campaign adventure area consisting of the remnants of a once-great empire, a pair of important free cities, and a vast wilderness territory, plus Morgansfort, a detailed "home base" for adventurers set in the western lands. Also included are three adventures designed for a part of new player characters, comprising a total of six dungeon levels: The Olde Island Fortress: a two-level dungeon environment suitable for beginning adventurers, located near Morgansfort. The Nameless Dungeon: a three-level dungeon designed to be a bit more challenging. The Cave of the Unknown: a one-level dungeon filled with strange monsters led by a fearsome master. This campaign module combines: The Western Lands, a briefly sketched campaign area; Morgansfort, a detailed "home base" for an adventuring party; The Old Island Fortress, a two level dungeon suitable for beginning adventurers; The Nameless Dungeon, a tough three level dungeon; and The Cave of the Unknown, a dungeon controlled by an evil magic-user. This campaign module is highly suitable for starting a new group, even a group of new players. Published by basicfantasy.org

Cover of Beyond the Crystal Cave
Beyond the Crystal Cave
4th Edition
Levels 1–3
60 pages
0  0

When Monsters threaten the village of Crystalbrook, it's up to adventurers to track down where they're coming from. The investigation leads them on a journey across planes. In the Feywild, the heroes must explore an enchanted island garden and unravel the plot of a foul hag, before she and her fiendish companion can perform a ritual to seize control of the island. "Beyond the Crystal Cave" is a Dungeons & Dragons adventure designed for the winter 2011 season of the D&D Encounters official play program. This season incorporates character options from Player's Option: Heroes of the Feywild, and it comes with three full-color maps, thirteen ready-to-play encounters, and information on the D&D Encounters program. Originally found in Dungeon Magazine #211 now available as a stand-alone adventure. Pgs. 63-122

Cover of Bane of the Shadowborn
Bane of the Shadowborn
AD&D
Levels 6–9
21 pages
0  0

A good deed never goes unpunished in Ravenloft. Evil feeds upon itself - but it also feeds upon the good. Pgs. 54-74

Cover of FV12 - Monteleone Chariot
FV12 - Monteleone Chariot
5th Edition
Levels 4–6
24 pages
0  0

Sometimes only a hint of an adventure is given to players and more information is required. In FV12 - Monteleone Chariot this is just such a case. As the party reaches town they begin to hear of a mysterious relic from the past civilization and both information and backers must be investigated. Will your party be able to determine facts from fables? Whose interest will they serve in their investigation or will they just try and locate the item for themselves?

Cover of Happy Jack's Funhouse
Happy Jack's Funhouse
5th Edition
Levels 3–10
60 pages
0  0

A prefectly creepy, horror-style one-shot adventure, excellent for Halloween sessions. The adventure takes place in Happy Jack’s Funhouse, where the adventurers encounter strange creatures, traps, and games. You can view a 20-page preview of the adventure on the product page. The painted man rode into town, tossing candy and small trinkets to the cheering children. The children, their mouths stuffed with gumdrops, laughed at his jet-black horse adorned with a white saddle festooned with jingle bells. He introduced himself to the town elders as Happy Jack and asked their permission to set up his attraction in the town square. The elders, seeing the happiness in the children, agreed. Happy Jack brought with him food vendors and a thrill ride – a large painted attraction which manifested from a leather green and red checkerboard satchel after he placed it on the ground. All was fun for two days… NOTE: This product also includes Happy Jack's Rare Subclasses - a supplement containg the Jester (Rogue) and College of the Clown (Bard) subclasses and four new magic items.

Cover of Key of Destiny: Age of Mortals Campaign Volume One
Key of Destiny: Age of Mortals Campaign Volume One
3rd Edition
Levels 1–6
175 pages
0  0

An ancient secret is discovered in an overrun border town, long ago forgotten by the elves of the east. It is a magical key—so obscure that history does not remember its form or even what it unlocks. But an unseen evil searches tirelessly, even as the lost knowledge finds its way into the most unlikely hands. The adventure contained within these pages will take a group of heroes from city to ruins, from wasteland to dungeon, and from despair to hope. It presents new creatures, spells and magic items. Published by Sovereign Press.

Cover of Factions of Phandalin - Mount Hotenow
Factions of Phandalin - Mount Hotenow
5th Edition
Level 5
23 pages
0  0

This book goes over the various rules around the faction of the Emerald Enclave in Phandalin and the Forgotten Realms, making it easy for any new or veteran DMs to integrate it more into the core stories being told, and making the faction feel more useful for the players that choose to join. In the adventure, characters are sent to climb a volcano and stop a band of Orcs from allying with Fire Elementals.

Cover of CM1 Test of the Warlords
CM1 Test of the Warlords
BECMI
Levels 15–36
32 pages
0  0

The king requests your presence in the honorable kingdom of Norwold. If you're worthy, you may be appointed lord of a dominion filled with friendly villages, sturdy fortresses, and raging band of monsters. Raging bands of monsters? Well, yes, and you may have to lead your forces into a war or two. But you'll be ready for the challenge. You'll be ready for treacherous spies who conspire to steal you land. You'll be ready for a foul band of giants that raids your dominions. And you'll be ready for the inevitable clash of empires, the outcome of which may alter the fate of millions. You'll be ready! Won't you? Test of the Warlords includes a complete campaign setting, several new NPCs, and dungeon and wilderness encounters, and guidelines for running a war between empires. TSR 9117

Cover of Rosethorn
Rosethorn
5th Edition
Levels 2–5
8 pages
1  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.

Cover of Zaya's Promise
Zaya's Promise
OSR
Levels 1–4
34 pages
0  0

This adventure is more of a classic dungeon crawl, themed around the accidentally terrifying dreamscape of an elven girl trapped in a nightmare of her own making. The dungeon shifts and exits move about as the party explores, making each run through the dungeon a unique experience and allowing for infinite replays of the same adventure.

Cover of A6-Bear Trouble
A6-Bear Trouble
5th Edition
Levels 5–7
? pages
0  0

It’s said that “Two’s company, three’s a crowd”, but what happens to those who make their living from adventuring if work begins to dry up and their only rivals are doing a better job than they are? Even heroes have to eat, so when their source of income is taken by others, they have to make some tough decisions. But if those around you don’t much care for you any more, what then; surely those tough decisions are easier to make? From being the stars of the show to last on the bill, the PCs find themselves caught up in skulduggery at every turn and having to decide just who is on their side. Friend becomes foe and those the PCs have counted as rivals may suddenly be their best allies. And in all of this confusion an exiled dwarf challenges their true loyalties; which way will the PCs turn?

Cover of The Claws of Madness
The Claws of Madness
5th Edition
Level 1
37 pages
0  0

For centuries, Aelmor Monastery near the port town of Sestone was a safe haven for scholars, monks, and pilgrims seeking enlightenment, its renowned library home to an enormous collection of ancient manuscripts, tomes, and peculiar writings. After suffering a devastating attack at the hands of a possessed monastery elder, Aelmor fell into ruin, its troubled past forgotten. When villagers start disappearing and turn up horribly mutated days later, fear takes a grip of Sestone. What sinister forces are at work? And to what end? The Claws of Madness is a standalone adventure carefully designed for a group of 1st-level heroes, including new monsters, magic items, and a thrilling story arc. Edited by Michele Carter (co-editor of the 5th Edition Player’s Handbook), this dungeon crawl combines the best elements of classic adventures with fresh new exciting avenues. The story in this book also provides the perfect base for an epic, long-running campaign suitable for higher-level characters, in which the heroes unravel the dark mystery of the mythical Hand of Narkul . . . Published by LoreSmyth SmiteWorks.

Cover of Everyone Lies
Everyone Lies
5th Edition
Levels 1–3
9 pages
1  0

Multiple groups seek a thug’s girlfriend through the streets and alleys of Zobeck. The adventurers’ lives may depend on finding her first.

Cover of Dreams Within Dreams
Dreams Within Dreams
AD&D
Any Level
6 pages
0  0

"Dreams Within Dreams" provides a group of heroes with the first hints that ther eis something more to dreams and nightmares than images caused by eating a big meal right before bedtime. It brings them into contact with the first level of reality. One here who experiences a nightmare also catches the interest of Hypnos, a member of the Nightmare Court. This leads to another revelation - dreams can have profound and even dangerous affect on the waking world. Adventure I: Dreams Within Dreams From Book Three: Book of Nightmares: https://www.adventurelookup.com/adventures/the-nightmare-lands TSR 1124

Cover of PS5 - Yodel Bluff
PS5 - Yodel Bluff
5th Edition
Levels 4–6
23 pages
0  0

Your party has finally made it to Queen’s Point only to discover that the military was already aware of the approaching humanoid army and dealt with them. After a rest and training period in the large city you now have to decide what to do next. The large seaport has plenty of options but a curious problem has been brought to your attention. A large giant north and west of the city is harassing the shipping lanes with random boulder tossing. Word has it that a nice reward is available to anyone able to solve this problem. Did I mention a Medusa also has a proposition for the party?