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1411 adventures found
Cover of Sundered Faith
Sundered Faith
3rd Edition
Levels 6–8
15 pages
0

FOR PUBLIC POSTING: Last week, several laborers who were working to clean up the damage to our sewer caused by the recent earthquake had been found brutally murdered. Until further notice, citizens should stay clear of any sewer gratings, openings, or tunnels for their own safety. Do not allow children to play unattended in areas where such openings are known to exist. The governor is assembling a group of interested persons to investigate these murders. Each member of the investigation team will receive 500gp up front, with an additional 2000 GP to follow upon a thorough and satisfactory completion of the investigation, provided evidence that the matter has been dealt with is presented to the governor. If you desire to join this investigation, please apply at City Hall.

Cover of 1 on 1 Adventures #7: Eyes of the Dragon
1 on 1 Adventures #7: Eyes of the Dragon
Pathfinder
Levels 7–9
21 pages
0

Sacred relics of the monastery, the eyes of the dragon, have been stolen from their rightful place in the eyes of the Ascendant Dragon statue. The elders have chosen one from among their ranks to go and retrieve these two fist-sized emeralds and bring them home.

Cover of SPA1: Mad Mage's Mansion
SPA1: Mad Mage's Mansion
5th Edition
Levels 1–2
36 pages
0

Who could know what is hidden within the secluded mansion of the crazed mage? Well, now, when nobody has seen him here for more than a year, it’s the best time to find out! A 4-hour adventure for two 1st–2nd level characters. Small Party Adventure: Though the party size of 3–5 characters is considered optimal in D&D, there are times when you can only gather one or two players at most. This adventure is designed exactly for such occasions.

Cover of Hushed Hills
Hushed Hills
5th Edition
Tier 1 Level
10 pages
0

Hushed Hills is an adventure location set in a haunted town nestled in hilly woodlands. It doubles as a toolbox with encounters and NPCs to support DMs in running a gothic horror adventure. You can use it in three ways: 1. Run the Hushed Hills as a Tier 1 adventure that takes one, two, or three 5-hour sessions (based on the starting quest you select). 2. Select the best encounters and NPCs to add to your game. 3. Use the presented content as fuel to inspire your ideas. This toolbox is packed with assets and consists of: • 50 encounterswith 4 quests to tie them into an adventure. • 21 NPC outlines (including eldritch chimeras), • 3 multi-phased boss battle against the Godless Chimeras. Assets are grouped into 3 regions, including Crestfall Abbey, Town of Kletva, and Mirage Forest. Each region has a high-resolution map and each NPC a portrait.

Cover of The Chasm Bridge
The Chasm Bridge
AD&D
Levels 4–6
8 pages
0

To travel further into the Underdark the party must cross a bridge spanning a deep chasm. But to cross, they must pay the toll, or risk another route.

Cover of The Ghost at Widder Smither's
The Ghost at Widder Smither's
AD&D
Levels 1–3
3 pages
0

Can you stop the haunting before tea? The ghosts of two warring wizards are trapped in the basement of the house. It is up to the party to end this old feud. Pgs. 68-70

Cover of The Cube of Vanya
The Cube of Vanya
5th Edition
Level 5
15 pages
0

Inspired by the "Happy Fun Ball" from the web series Critical Role, The Cube of Vanya is a magical adventure through demi-planes created by an ancient wizard, now destabilized by a malevolent dragon. The adventurers find themselves trapped within a series of themed planes with no idea how they got there. Navigating these planes to find a means of escape, they uncover the secrets of the cube while piecing back together their own memory. During the campaign the adventurers may fight shadow demons in an inn which is really a prison, flee a tornado while perched perilously in the sky, forge a weapon within a volcano, and much more. The module is structured in a non linear manner allowing the adventurers to choose their own way, or for the DM to pick and choose their favourite bits to highlight. The adventure was written with four level 5 players in mind but it would be easy to tweak for different sized groups around that level.

Cover of Nine-Tenths of the Law
Nine-Tenths of the Law
AD&D
Levels 7–10
14 pages
0

Expect a surprise when you open a magic jar. The evil wizard had a fail-safe plan for survival. It worked perfectly - almost... Pgs. 58-71

Cover of PS2 - Highway to Upton
PS2 - Highway to Upton
5th Edition
Levels 2–4
14 pages
0

In PS1 - Barrow of the Culder, your newfound companions were offered a paying job as adventurers. With your victory complete it is now time to get paid. The only problem is that your benefactors are not in Merrydale, they are in Upton. With a payday in sight you head out on the Highway to Upton. As an ancient sage once said “It’s not about the destination, it’s about the journey” In this case the journey is going to be the adventure!

Cover of The Night of the Rise
The Night of the Rise
5th Edition
Levels 1–6
19 pages
0

The Night of the Rise is a unique adventure that offers the party an alternative to the "hack & slash" approach. The opportunity for role play is high and it is sure to tap into skills and abilities most of your characters never knew they possessed. Not only does it offer a new experience for your players, but hopefully it has them smiling several times during the night. A request to deal with a bandit captain named Giles Ne'Ville sends the adventuring party on a two-day journey. During this journey, they find an entertaining way to deal with this Giles Ne'Ville. Will they use this opportunity? Or will they take the typical 'hack & slash' approach to dealing with villans? This adventure is written in a non-specific location but is easily insertable into any campaign as a one-shot adventure. I feel that it would work great in Strom King's Thunder as an added traveling encounter.

Cover of Garadon Manor
Garadon Manor
3rd Edition
Levels 6–8
16 pages
0

Note: This is a sequel to Out of Body, Out of Mind. The legend of the realm of Tirna'cel is well known. Once remembered for its power-mongering warlords, homunculi-wielding sorcerers, and archfiends from the deepest pits of the Abyss, Tirna'cel has become a powerful and welcoming land over the last 600 years, due in no small part to the efforts of the warlord Tirna'gael, a member of the land's founding nobility. But your party knows the truth. You ventured into the tomb of Tirna'gael some six months ago, and therein discovered that the fallen warlord was actually little more than his brethren: a petty, avaricious power-monger. Possessed by a rival force which also desired the kingdom - a rare incorporeal demon called a nescent, which inhabited his body and augmented his already incredible power to unforeseen levels - Tirna'gael sought to overthrow the ancient warlords only to replace them. Through Tirna'gael's augmented body, the nescent overwhelmed and eliminated the other warlords, eventually dominating the realm along. But before it could consolidate its rule and throw Tirna'cel into an even darker age, the secret of its power was discovered by the paladins of Garadon, a virtuous cell of justice and light. The paladins lured Tirna'gael into the center of his own fortress and trapped him there within a powerful anti magic field. His body withered and died but the nescent remained dormant, waiting for its chance for revenge. During your visit to Tirna'gael's fortress-tomb six months ago, you accidentally released the nescent from its prison. That enemy has since been vanquished - at least for the time being - but the memory of your pitched battle against it still lingers as you approach the original chapter house of the Order of Garadon. You have been summoned.

Cover of Deep Horizon
Deep Horizon
3rd Edition
Level 13
32 pages
0

The Underdark holds many secrets. A series of earthquakes and eruptions have rocked a normally placid land. Strange creatures sighted in the dark of night raise fears across the already disturbed countryside. As tales of a lost race that once warred with the drow begin to surface, only the boldest adventurers dare to descend into the shadowy darkness.

Cover of B1 In Search of the Unknown
B1 In Search of the Unknown
BECMI
Levels 1–3
32 pages
0

Introductory Adventure that came bundled with some versions of the Holmes Basic version of D&D. Two powerful adventurers, Rogahn the Fearless and Zelligar the Unknown, have apparently deserted the stronghold they once occupied. The PCs have discovered a map which leads to it. First published in 1978, this is a basic dungeon crawl introducing players to many of the dungeoneering tropes. Location descriptions are provided but it is up to the DM to fill in the actual monsters and treasure for each one. TSR 9023

Cover of Worg Puppies
Worg Puppies
5th Edition
Levels 1–3
8 pages
0

In a small town the adventurers were hired to retrieve some worg puppies out of a goblin village. The dog breeder will pay well for the puppies. But will the goblins give up their animals? Let’s find out together. I wish you a lot of fun with the cute little puppies

Cover of Into the Underdark - The Shadowed Hollows Gazetteer
Into the Underdark - The Shadowed Hollows Gazetteer
5th Edition
Levels 4–6
37 pages
0

How’d you get here? Let me explain... No, there is too much. Let me sum up. Rescued a retired hero's hapless nephew from goblins at some ruins on a hill Found out that there aren’t any goblins, but spider creatures called chitine instead Uncovered a chitine plot to start a war between the surface world and the drow Got convinced to try to stop that war Got trapped in the caves under the ruins Chased the chitine’s leader, a choldrith, further down into the cave system Nearly got crushed in a cave-in Fought your way through an undead infested mine Nearly got eaten by a colony of chitinous reptiles Picked up the choldrith’s trail and followed it deeper into the earth And now you stand at the entrance to a massive cavern filled with all manner of aggresive creatures. Yep, that about sums it up! And now, here you are, in this giant cavern thousands of feet beneath the surface. All you have to do is pick up that choldrith’s trail again, and manage to navigate the many factions vying for control of this little section of the Underdark. Good luck! And have fun storming the Hollows! This Gazetteer contains: Descriptions of the factions that live in The Shadowed Hollows, a massive cave complex far below the surface The underground city of Naakrasad and the important NPCs that live there Three quests leading to brief adventures within the Hollows for characters of level 4 to 6 7 custom maps of the Shadowed Hollows, Naakrasad, and the quest destinations All necessary monster stat blocks Everything needed to set the scene for the upcoming second chapter of the Into the Underdark Adventure Series

Cover of The Keep at Koralgesh
The Keep at Koralgesh
BECMI
Levels 1–3
22 pages
0

Buried in fire, but hardly dead. Only the Keep survived the destruction of Koralgesh, but few adventurers will survive the terrors that now stalk the lost Keep's halls. Players hear rumours of the Keep at Koralgesh and then traverse it to acquire the treasure within. Pgs. 45-64

Cover of N3 Destiny of Kings - Classic Modules Today 5e Conversion
N3 Destiny of Kings - Classic Modules Today 5e Conversion
5th Edition
Levels 4–6
32 pages
0

When Treason Walks the Land... Trouble stirs in Dunador! The King lies dead of a wound received during a hunting expedition. His brother, Lord Edrin, challenges the rightful Crown Prince, a half-trained young man named Edmund, for possession of the throne while Edmund travels on a pilgrimage to the holy shrine of Nevron. Forces throughout the kingdom vie for control of the realm. Can the player characters find the Crown Prince and protect him from the treacherous forces at large in Dunador? N3: "Destiny of Kings" (1986), by Stephen Bourne, is the third adventure in the novice series for AD&D. It's up at the upper end of what could be considered "novice" play, though, with the pre-rolled characters being 3rd and 4th level. It was released in February 1986. Like N2: "The Forest Oracle" (1984), this adventure is offered as a generic adventure, not specifically based in any existing AD&D setting. Suggestions are given in the conversion guide to place the adventure in the Forgotten Realms. Out of the Dungeons. One of the most impressive elements of N3 is its complete lack of dungeons. Instead - as was increasingly the case by the mid 80s - the players are heavily embroiled in a plot. They must find the prince of Dunador and return him home safely. Elements of investigation and intrigue thus find their way into the game. There is also some opportunity for wilderness adventure - a quality that was also becoming more common in AD&D by the mid-80s. Future History. A decade after its original publication, Wizards of the Coast updated "Destiny of Kings" to 2nd edition AD&D and reprinted it (1998). It was one of the few classic adventures to receive this treatment. This conversion guide allows DMs to run the original module with 5th Edition rules and provides a reference sheet for encounters. To use this conversion guide you will need a copy of Destiny of Kings, originally available in hard-copy and now for sale in digital format at the DMs Guild.

Cover of It Fell From The Sky
It Fell From The Sky
5th Edition
Levels 7–9
15 pages
0

It Fell From The Sky is a science-fantasy adventure for 7th-9th level characters in which the player characters investigate a meteor that turns out to actually be a crashed interplanar craft containing advanced technology and alien creatures.

Cover of Bandit's Nest
Bandit's Nest
5th Edition
Level 1
16 pages
0

A flock of kenku bandits have discovered the ruined remains of a temple site, and have used it as their hideout while they raid unsuspecting travelers on nearby roads. It's up to the PCs to clear their nest, recover stolen goods, and rescue their hostages. Will the players be bested by these dirty birds? Or will they have the bandits eating crow?

Cover of The Vault of Iptiz
The Vault of Iptiz
5th Edition
Level 5
9 pages
0

There is the well-known regional legend of Iptiz, a spirit naga whose greed was remarkable even among its own kind. Murderous raids and relentless pillaging yielded a hoard so valuable that the creature needed some place to store and protect it. Thus was the Vault conceived: an underground complex custom built to destroy anyone who is not its creator. Years ago, Iptiz's campaign of terror suddenly ended without precursor or cause. The location of the Vault was never discovered. Until now. The ring-city of Sulindal, built upon the shores of a mile-wide desert oasis, has come under martial law by an invading army of yuan-ti. They intend to exploit the resources in this renowned city of knowledge to locate the third and final Beacon of Selune. ...but for what purpose? A four to six hour adventure for four 5th level players.