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3561 adventures found
Cover of Hunt For A Hierophant
Hunt For A Hierophant
AD&D
Levels 6–8
14 pages
0  0

Sleepyhead. The only man who can stop the amphibian horde needs a wake-up call. The party must find a missing druid an bring his captures to justice. Pgs. 8-21

Cover of FC6 - Cairn of King Eddles
FC6 - Cairn of King Eddles
AD&D
Levels 5–7
22 pages
0  0

After spending a little time going through dusty old tomes and documents your group has discovered a tapestry offering you clues to a long dead and buried king. Since kings are usually buried with their riches and no information shows that his tomb has been located perhaps a little grave robbing may be in order! This adventure has several wilderness spots for exploration as well as an old burial cairn with several levels. The only problem is that the king isn’t really “dead” in the normal sense.

Cover of DDEX03-06 No Foolish Matter
DDEX03-06 No Foolish Matter
5th Edition
Levels 1–4
21 pages
0  0

Some of the hamlets outlying Hillsfar have been struck by an odd malady. Rumor has it a traveling carnival visited those hamlets before the disease struck. Does coincidence not equal causation or is something sinister afoot?

Cover of BASIC04: A Miraculous Time
BASIC04: A Miraculous Time
5th Edition
? pages
0  0

It isn’t just the weather outside that’s frightful! Now that winter has arrived in full force and the predators of the wild have grown desperate, it’s more important than ever that shipments of vital supplies be given proper escort – especially around the Midwinter holiday, when such shipments become all the more frequent! A sleepy town on the far side of a mountain range is counting on you to make this Midwinter a joyous and healthy one! Some greedy and cheerless monsters may have other ideas… “A Miraculous Time” includes: The fourth leg of the BASIC series The return of Ronius, Willow, Meeris, and Kale, fully upgraded for level 4 play. Magic items that give reference to prior adventures A spin on an oft-overlooked character in the Christmas tradition A grading system to let you know how well you’ve done!

Cover of No Salvation for Witches
No Salvation for Witches
OSR
Level 1
64 pages
0  0

England, 1620. To strike a blow against the Patriarchy, six women perform a dangerous rite in an abandoned priory.  Through dance, they commune with Terpsichore, Greek muse and patroness of dancers. Starving demons slither across the moors; monstrous nuns shriek in the infirmary; and within the Attic, a great unraveling awaits. The fate of the world rests in the hands of the players. Will they bring about an egalitarian utopia? Will they skulk away in the night, pockets bulging with treasure? Will they bring about the destruction of all things? Will they find the Tract of Teratology, a randomly-generated creature-summoning ritual with 3.6 quadrillion combinations? After this adventure, nothing will be the same. An adventure for Lamentations of the Flame Princess Weird Fantasy Role-Playing and other traditional role-playing games. Writing by Rafael Chandler Cover Art by Jason Rainville Interior Art by Jason Rainville and Ian MacLean Cartography by Ian MacLean Layout and Design by Sarah Richardson

Cover of The Shattered Gates of Slaughtergarde
The Shattered Gates of Slaughtergarde
3.5 Edition
Levels 1–6
128 pages
0  0

An ancient gate to the abyss lies undisturbed in the Valley of Obelisks. Sinister forces seek to reactivate the gate for their own ends, can the heroes stop them in time?

Cover of Bride of Mordenheim
Bride of Mordenheim
AD&D
Levels 2–4
6 pages
0  0

This short adventure is set in the Ravenloft domain of Lamordia where the PCs find themselves trying to save a beautiful maiden from the mad scientist, Dr. Victor Mordenheim, who is trying to restore life to his dead wife. TSR 9336

Cover of Rage of the Rakasta
Rage of the Rakasta
BECMI
Levels 2–4
16 pages
0  0

Beware the cat-men's fury! This entry-level module pits a single player character of 2nd to 4th level against samurai cat-men. Rage of the Rakasta is specially designed as a one-on-one for a single DUNGEON MASTER and one player. It can also be played by a DM and a group of players or by a single player without a DM. Rage of the Rakasta takes place in the Thunder Rift game setting. It can be played by itself or as part of a campaign with other modules sharing the same setting: Quest for the Siver Sword, Assault on Raven's Ruins, Sword and Shield, Knight of Newts, and the forthcoming In the Phantom's Wake. TSR 9435

Cover of Secrets of the Towers
Secrets of the Towers
AD&D
Level 1
9 pages
0  0

Stepping through a door can mean a grand adventure - or a horrifying death. The shortest distance between two points is not always a straight line. A number of magic towers connected by failing teleportation magic. Abandoned in ages past, other creatures now make the towers their homes and provide challenges to parties of varying levels. Pgs. 34-42

Cover of WS6.5  The Ghost Tower
WS6.5 The Ghost Tower
AD&D
Levels 10–12
12 pages
0  0

The Ghost Tower is a companion adventure made to go along with the events unfolding in Folio #19 (WS6 Duel on The White Ship). It contains the information needed to run a side adventure that will help characters get to the White Ship temple Complex. The deck of the White Ship is filled with peril, and the stamina of the characters has already been worn down just getting to it. However, a single tower, and its now crumbling bridge, might allow the characters to skirt the bulk of the wandering monsters on the deck and get to the temple complex intact, but only if the tower proves less deadly... This adventure is formatted to both 1E & 5E gaming rules.

Cover of The Rose of Midnight
The Rose of Midnight
AD&D
Level 7
16 pages
0  0

This adventure takes the heroes to the Nightmare Lands in search of an item that can destroy night terror, Mandalain. This item, called the rose of midnight, is the night terror's one true weakness and the means for ending the curse hanging over the Clinic for the Mentally Distressed. Adventure IV: The Rose of Midnight From Book Three: Nightmare Lands: https://www.adventurelookup.com/adventures/the-nightmare-lands TSR 1124

Cover of Shunned Valley of the Three Tombs
Shunned Valley of the Three Tombs
Pathfinder
Level 1
36 pages
1  0

Far from the nearest town, hidden deep in the forest, lies a marshy, boggy valley. Woodsmen and hunters shun the place—kept away by rumours of a terrible beast lairing within and of a ghost haunting the valley’s boggy mere. But, as well as great danger, treasures magical and mundane may yet lie unclaimed in the valley for three unexplored tombs built by ancient hands, stand amid the mud and reeds. Dare you explore the Shunned Valley of the Three Tombs?

Cover of DDAL07-10 Fire, Ash and Ruin
DDAL07-10 Fire, Ash and Ruin
5th Edition
Levels 11–16
28 pages
0  0

Within the jungles of Chult is a vast expanse of ash. While a red dragon is known to reside deep within the Land of Ash and Smoke, it is far from the deadliest of its denizens. Deeper still is a pit filled to the brim with pure evil. None who have sought out its secrets have survived to tell its tale. Will you be more successful than they?

Cover of SQ17 - Grimoire of Deenus
SQ17 - Grimoire of Deenus
5th Edition
Levels 7–9
23 pages
0  0

Deenus was a necromancer that was put out of business a quarter century ago by a group of adventurers. Despite their success, the delvers were never able to discover the dungeon entrance. Your new benefactor may have information on that…

Cover of Pathfinder Adventure Path #30: The Twice-Damned Prince (Council of Thieves 6 of 6)
Pathfinder Adventure Path #30: The Twice-Damned Prince (Council of Thieves 6 of 6)
Pathfinder
Level 11
92 pages
0  0

Their deception revealed and their plans waylaid, two deadly and Hell-touched siblings make a desperate final play for control of Westcrown. With the city in chaos and its leaders fled, few stand to defend the beleaguered people when the plots of fiends turn upon them. At the same time, the rulers of Cheliax launch their own ruthless plot to retake control. Can the PCs return order and shatter the Council of Thieves’ age-old stranglehold on Westcrown once and for all? Or will the former capital slide fully into the grip of a terrible new deviltry? It's up to the PCs to decide in the climax of the Council of Thieves Adventure Path! This volume of Pathfinder Adventure Path completes the Council of Thieves Adventure Path, and includes: - “The Twice-Damned Prince,” a Pathfinder RPG adventure for 11th-level characters, by Brian Cortijo and James Jacobs. - Catastrophic new rules for running a variety of calamities, from fires to floods, by Darrin Drader. - New revelations on Mammon, the avaricious archdevil of Erebus, by F. Wesley Schneider. - Pathfinder Varian Jeggare and Radovan face down devilish plots and the laws of Cheliax itself in a gut-wrenching conclusion to the Pathfinder’s Journal, by Dave Gross. - Five new monsters, by Adam Daigle, F. Wesley Schneider, Neil Spicer, and Hank Woon.

Cover of Charnel Crypt of the Sightless Serpent
Charnel Crypt of the Sightless Serpent
OSR
Levels 4–7
16 pages
0  0

A millennium has passed since the Green Death swept across Hyperborea. In that bygone age of pestilence, a noble family fled the City-State of Khromarium. Far beyond the walls of the city, they entombed themselves in order to elude the inescapable plague. Their necromancer placed them in a deep slumber from which they never wakened. Also he summoned a mythical serpent to guard the vault, a beast reputed to shed gems for tears from eyeless sockets. Tales speak of this beast as the Sightless Serpent. Now, a knave of Khromarium claims to have witnessed the legendary beast. For a pittance he will lead your party to its trail in this swords and sorcery style adventure

Cover of The Horror Within
The Horror Within
5th Edition
Level 8
20 pages
1  0

Everyone who went to opening night of the Monveau Theater's newest show has gone completely insane. Can the characters uncover the shocking secrets inside the theater and find a way to end the plague of madness without losing their own minds? The Horror Within is a cosmic horror adventure for 8th-level characters. It's a one-shot that takes about 3-5 hours to complete and includes: -A maddening mystery where the characters' sanity is at risk -A thrilling battle against an Old One in the lost depths of the city -Combat cards for each monster, PC, and special treasure -High-quality digital maps for use with virtual table tops

Cover of Dawn of a New Age
Dawn of a New Age
3.5 Edition
Level 20
35 pages
0  0

Alhaster is in flames, choking on the poison mists of the Wormgod's first tentative breaths on the Material Plane. The Age of Worms has begun, and unless the PCs can kill a god, this new age will be dark indeed. "Dawn of a New Age" is the final installment of the Age of Worms Adventure Path, a complete campaign consisting of 12 adventures, several "Backdrop" articles to help Dungeon masters run the series, and a handful of poster maps of key locations. For additional aid in running this campaign, check out Dragon's monthly "Worm Food" articles, a series that provides additional materials to help players survive this campaign. Issue #334 of Dragon presents some advice on rules specific to the Age of Worms to aid players (and DMs) in making the transition beyond 20th level. Pgs. 52-86

Cover of DDAL07-12 In Search of Secrets
DDAL07-12 In Search of Secrets
5th Edition
Levels 11–16
19 pages
0  0

The yuan-ti have a long, storied past in the history of Chult. So, if they are to be defeated, we must look back into history. Within the jungles, a number of cities fell into ruin during the Year of Blue Fire. Both the merchant princes and factions believe that if discovered, they likely contain knowledge that’ll prove invaluable in the battles to come. Get looking! A Four-Hour Adventure for 11th – 16th Level Characters

Cover of ALQ1 Golden Voyages
ALQ1 Golden Voyages
AD&D
120 pages
0  0

Who among you dares to challenge the high seas? Inspired by the tales of Sinbad, Golden Voyages provides teh source material and adventures needed to run a mini-campaign on the Crowded Sea. Detailed backgrounds, perilous locations, and wondrous NPCs populate the enchanted seas. Player characters will discover wildly different adventures as they sail from place to place. DM Notes There are multiple options for plot hooks which is nice, of course they all lead to the same spot, follow clues that take you to all corners of the Crowded Sea to find a Great Treasure. TSR 9366