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1410 adventures found
Cover of Hall of the Cursed God
Hall of the Cursed God
5th Edition
Levels 5–10
16 pages
0

After undead start appearing near the local town of Angstadt, the Burgomaster and Father become worried. What could be causing these foul creatures to rise? After conducting research, the clergy discover that the throne room of a celestial avatar is located only a few days away from the town. Perhaps this holy site could hold a relic capable of turning the undead?

Cover of Into the temple of the Yuan-Ti
Into the temple of the Yuan-Ti
5th Edition
Level 8
21 pages
0

While on the search for a dear friend who went missing on the Serpent Hills, rumor has it that he has been captured by the Yuan-Ti. Following a trail, your party has been lead to an unknown settlement guarded by Yuan-Ti. Are you brave enough to venture deep into its secrets? Are you strong enough to get out alive?

Cover of The Palace of Plenty
The Palace of Plenty
3.5 Edition
Levels 8–12
25 pages
0

The fair Yayosei were the children of an ancient tribe of benign river spirits, until they tried to preserve their paradise by trapping the power of the Void Dragon. Their home was indeed preserved, but at a terrible cost. Today, the descendants of the Yayosei have degenerated into beasts, but what remains trapped within the Palace of Plenty is much worse. An Oriental Adventures scenario for 10th-level characters.

Cover of The Stoneheart Ruin
The Stoneheart Ruin
5th Edition
Levels 2–4
16 pages
0

What elder evils lurk in the depths of the freezing mountain ruins? Find out in The Stoneheart Ruin! The adventure features: An adventure set in a desolate, wintry mountain landscape. 16 pages full of intrigue and mystery, containing full color maps, plus 2 unique monster stat blocks. Provides a great introduction to Mind Flayer lore and mythos for Tier 1 players. Can easily be set in the Spine of the World for use in Rime of the Frostmaiden. Let your characters test their mettle as they climb and face the ancient dangers lurking in the cracks of The Stoneheart Ruin! “I have no explanation for any of these finds. We heard disturbing noises coming from further within the mountain; thunderous and growling.” Excerpt from a pamphlet, signed: “Koralia Meadring, Anthropologist Extraordinaire” Koralia needs you to investigate her most recent discovery: a ruined cavern deep in the mountains. Her small team of academics did a cursory walk-through and think they've found a big breakthrough! However, they left in a hurry after being frightened by the horrors they heard coming from deeper in the mountain. They escaped and found one of their team was missing - a goliath named Marek. You must climb the mountains and locate the ruin, make certain that it is safe for study by Koralia’s team, and if possible, find and rescue Marek, whose fate is uncertain. Made during the November 2020 RPG Writer's Workshop.

Cover of FVS10 - Over the River
FVS10 - Over the River
5th Edition
Levels 4–6
15 pages
0

The starting point of one’s career sometimes starts meekly, at other times not so much. This adventure sends a brand new (or 2nd level weaker character) on a simple fetch mission. A romance on the brink is in peril when the PC accepts the mission. A looming celebration has the player torn between a future on the road to adventure and the future with someone special. Is your player ready to take a trip to pick up some alchemical supplies?

Cover of Descent Into Dreams
Descent Into Dreams
5th Edition
Levels 1–5
10 pages
0

The lord of a local realm is having his council members systematically killed or cast out for treason with little to no evidence to support the claims. This has been occurring for some time and a local shaman by the name of Borjah thinks he knows the cause. In his visions, he has seen a strange spirit shifting the shadows, a puppet master using the lord as its personal servant by warping his mind. This entity is slowly gaining power in the city and increasing its dominance over Lord Kestyl. Borjah attempted to warn the council of this corruption, but all those he informed ended up dead a few days later, so now he is taking matters into his own hands . . . with a bit of help from some willing adventurers of course. Borjah has a few strands of Lord Kestyl's hair, enough to create a strange potion for the party to consume. A potion that will link their minds to that of the lord and be able to fight back against the corruption that has taken hold. All they need to do is wait until his mind is at its most vulnerable . . . when he is asleep. Then, and only then, they can plunge into the mind of this once nobleman and drive back the forces of darkness that threaten to destabilize the entire political landscape of the area. The potion is powerful. Dying while in this dream state cause such severe mental trauma that it usually results in the death of that individual in the real world, so the party will need to be careful. The rules of the normal world don't necessarily apply in the realm of dreams, and as they close in on the entity things are sure to grow more and more chaotic and illogical. Find out if your players have what it takes to fight back against an invisible evil using nothing but their strength of will!

Cover of Redcap's Rampage
Redcap's Rampage
BECMI
Levels 1–3
19 pages
0

The invisible enemy. Rats, cats, and double-drats. Six months ago, the residents of Luskwald heard rumors from passing merchants of a possible goblin incursion into the region. News from the nearest city confirmed speculations that goblin tribes were massing in the distant hills. Worried about the future of his small community, the Laird of Luskwald commissioned a stonemason and several carpenters to rebuild a damaged keep two miles north of the village. The repair crew worked for weeks restoring the keep's fallen walls, while waiting nervously for the first goblin to show its ugly head. For the first several days the restoration proceeded according to schedule, but in the weeks that followed several 'accidents' led many to believe the keep was cursed or haunted. In the past week three of Luskwald's villagers have died, each the victim of a grisly assassin whose identity remains a mystery. Several citizens have heard or seen peculiar things over the last several days, leading them to believe that Luskwald has been cursed, or worse, ravaged by angry spirits--perhaps sent by a greater evil that dwells within the ruined keep! Pgs. 34-52

Cover of A Simple Job - Adventure 1: What Lies Beyond Reason Adventure Path
A Simple Job - Adventure 1: What Lies Beyond Reason Adventure Path
5th Edition
Levels 2–3
59 pages
0

It was supposed to be a simple job... A strange merchant offers you a simple job – pick up and deliver cargo. You have three days to get it a mere fourteen miles through the city. How hard could it be? A Simple Job is a journey through the city of Anduria, a cascading series of events that takes the heroes to explore strange locales and bargain with even stranger creatures. What secrets does the city hold, buried away for countless centuries?

Cover of Bzallin's Blackspher
Bzallin's Blackspher
AD&D
Levels 12–15
24 pages
0

Into the void. It all started with two wizards feuding now a sphere of annihilation and a daemon princess threatens the whole town. It is up to the party to stop things before the city is destroyed. Pgs. 24-47

Cover of Death of an Arch-Mage
Death of an Arch-Mage
AD&D
Levels 7–9
21 pages
0

A murder mystery adventure for AD&D. The Arch Mage is dead. Murdered. The players must solve the mystery before time runs out.

Cover of The Great Cockatrice Race!
The Great Cockatrice Race!
5th Edition
Levels 1–3
6 pages
0

Your adventurers are in luck! They are stumbling into the town of Larksville just a day before the Annual Cockatrice Race! This event and the revelries surrounding make up a week of pure entertainment for anyone passing through the area. The town is of medium size with a population close to one thousand, but during their Fall Festival that number is nearly tripled as people from all around flood in. The air is constantly filled with music and the smell of delicious foods. There is a bard in every tavern and a drunk passed out in every street. Most buildings are hanging red, gold, and orange decorations (the official colors of the festival) and anyone wearing those colors receive discounts on goods!

Cover of FP14 - Dominion of Sophicles the Virulent
FP14 - Dominion of Sophicles the Virulent
AD&D
Levels 7–10
34 pages
0

The Plains series wraps up with 150th Filbar offering Dominion of Sophicles the Virulent! This adventure starts with the PCs hearing of a town in trouble. After learning of trouble in the Village of Ardeth the PCs arrive via boat and quickly discover the community has been attacked by humanoid forces. A successful track will lead the party to one of the toughest adversaries in the land….Sophicles, the Green Dragon!

Cover of The Stolen Power
The Stolen Power
AD&D
Levels 1–3
9 pages
0

An evil cult with a trick up its sleeve. A missing tome, a trail of clues and an unusual cult. Lawful-good characters, especially paladins are recommended for this adventure. Clerics of Aphrodite, Hanali Celanil, Hera, and lshtar have a special interest in despoiling the cult of Shami-Amourae. [Note: Adventure contains statistics for the Demigod Succubus, Shami-Amourae] Pgs. 19-27

Cover of Witchstone
Witchstone
AD&D
Levels 8–12
9 pages
0

The king has hired adventurers to investigate the sudden rash of giant attacks and strange phenomena around the town of Bywater. Meanwhile the townsfolk believe an evil witch is directing the attacks and only the magic sword of the town's founder can defeat her.

Cover of Dungeon Crawl Classics #12.5: Iron Crypt of the Heretics
Dungeon Crawl Classics #12.5: Iron Crypt of the Heretics
3rd Edition
Levels 11–13
24 pages
0

Many centuries ago, a band of paladins fell from grace. These blackguards were defeated after a great battle and their grim fortress, the Iron Tower, was razed. A small abbey was established near the ruins, where generations of monks mixed ancient eldritch wards, mighty clockwork traps, and multiple fail safes to build the Iron Crypt of the Heretics. Three mighty vaults ensured that its evils would be sealed for all eternity. But unbeknownst to the brotherhood, their impregnable crypt had a single weakness: the very monks that had built it, for they knew its secrets. When a devourer stole into their abbey, the profane beast forced the monks to help it inside the Iron Crypt. It successfully broke into the first of three vaults, releasing an army of wights. The story of the devourer and his wight army is told in Dungeon Crawl Classics #12: The Blackguard’s Revenge. Now, in the Iron Crypt of the Heretics, the heroes must venture into a crypt designed by the world’s greatest thieves, magicians, and seers, solve its puzzles and deadly traps, and seal it once more from the outside world.

Cover of The Eyes of Evil
The Eyes of Evil
AD&D
Level 10
6 pages
0

Conquest, not beauty, is in the eyes of this beholder. A promise of adventure and riches, with a hint of total annihilation. The party should also have several powerful magical items, since the challenge that it faces is great. The geographical background and the local population are left vague so that the adventure can fit any campaign setting. Pgs. 39-44

Cover of In the Dwarven King's Court
In the Dwarven King's Court
AD&D
Levels 3–5
17 pages
0

The game is afoot in the royal palace. A thief prowls the dwarven palace, but even more goes on than meets the eye. Set in in a dwarven kingdom, a peace treaty with an aggressive rival kingdom is to be signed with ceremonial gifts exchanged to mark the occasion. However the treaty is put in jeopardy when the ceremonial sword that was gifted to the kingdom is stolen before the signing. The adventure begins when the characters receive a vision that directs them to help the kingdom. They must investigate the mystery of the missing sword, navigating a diverse cast of palace dwarves in order to preserve peace in the kingdom. A tale of intrigue, can the heroes find the sword before it is too late? Pgs. 16-32

Cover of Dungeon Short- Spider Isle
Dungeon Short- Spider Isle
5th Edition
Levels 4–10
17 pages
0

In this small 20 page adventure module, discover an island infested with giant spiders and hope that you don't get caught too deep in their web... Spider Isle- a 5e SRD adventure for levels 4, 7 or 10. In James Grammaticus' Dungeon Short series, James explores fantasy worlds and settings in short bite-sized one shot adventures that be used on their own, can spring off into a larger campaign, or can be used as a side-adventure in a campaign. Featuring 4 original statblocks, and a new playable race, find out what terrors await your players in Spider Isle. An Island Adventure Dungeon Short.

Cover of Madness of the Valkyries
Madness of the Valkyries
5th Edition
Level 12
7 pages
0

Hundreds of years have passed since the great war of Valhalla, but the repercussions are known throughout the lands. The Valkyries were once Odin’s greatest warriors who ferried the dead to the eternal resting place of Valhalla. Odin tells it that their duties asked too much of them and their minds were corrupted. In fits of uncontrollable rage and anguish, they began to slaughter the warriors they once protected. Only four Valkyries survived the war; in their cowardice, they fled to Midgard and hid amongst the mortals. You have been tasked with finding the last Valkyrie and destroying her, once and for all ending the Madness of the Valkyries. But there may be more to learn in the once-great halls.

Cover of The Draigesgyrn Caves
The Draigesgyrn Caves
5th Edition
Level 5
12 pages
0

The gnome village of Clefton is built on the sides of a deep gorge, their homes built safely into the gorge walls. But for the past two nights Clefton has suffered the attacks of sightless creatures that crawl down the walls and steal away the gnomes’ loved ones. It’s up to the PCs to follow the creatures’ trail back to The Draigesgyrn Caves and put an end to their threat. As the PCs explore the unusual cave complex, they may discover the caves are the empty husk of a colossal dragon, buried many years ago beneath a landslide. In the depths of these caves they encounter the dread spirit of the dragon rider and an entrance to the Underdark. Will they seal the entrance or will they begin a new adventure deep underground? The Draigesgyrn Caves is a D&D 5th Edition adventure suitable for four to five PCs of 5th level and estimated to take 4-6 hours. The adventure could be set in any mountainous area. In the Forgotten Realms, it might be set in the Fairheight Range on the Moonshae Isles. The end of the adventure introduces an option to begin an Underdark adventure or campaign. Includes: A map of the dragon husk caves by EB Moreno Two new monsters for 5th edition – the ghoulish ooze and a grimlock shaman Four new magic items