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162 adventures found
Cover of Veratrem's Tribal Siege
Veratrem's Tribal Siege
5th Edition
Levels 5–8
33 pages
0

Fight off an ambitious young green dragon in this expansion for Storm King's Thunder! This adventure is designed for the Storm King's Thunder campaign and is intended to give your players extra content during Chapter 3. It will bring your party to Wealdham, a small town located in the Westwood. There, they will face off with Veratrem, a young green dragon that has taken control of a local kobold tribe. If the adventurers think they can easily take the weak creatures, they have a surprise coming to them... Veratrem's Tribal Siege is a 5-8 hour adventure for Tier 2 Characters (optimized for APL 6). It has enough material for 1-2 full sessions, depending on how thorough your party is. Alternatively, Veratrem's Tribal Siege works very well as a standalone adventure for players who are not familiar with Storm King's Thunder at all.

Cover of Lowdown in Highport
Lowdown in Highport
AD&D
Levels 3–5
26 pages
0

Important: The adventure is 1e but it has monster conversion notes for D&D 4th edition The town of Highport, once a human community overlooking Wooly Bay from its perch on the northern coast of the Pomarj, fell prey to hordes of humanoids swarming out of the jungle-covered hills surrounding the settlement. Though the orcs, goblins, kobolds, ogres, and gnolls razed much of the place in their ferocious rampages, the smoldering ruins they left behind soon became a new kind of community, a place of trade between the humanoid “locals” and the unsavory human traders who have no compunction about doing business with them. Slaves are a commodity in ready supply in Highport’s market, since many pirates raid up and down the coast of the bay, putting fishing villages to the torch and filling their holds with captured refugees. Slavery has become a thriving business in the town, and rumors abound of a cartel of Slave Lords who run things from behind the scenes, filling their coffers in secret from the buying and selling of human chattel. The trade has become so prolific that the good folk to the north have grown tired of these depredations and decided to fight back. Forces of righteousness and honor have recently descended upon Highport, some openly and others in secret, in various attempts to destroy the machinations of the Slave Lords and abolish the abominable enterprise that has taken far too many loved ones from home and hearth. One such doughty servant of goodness is Mikaro Valasteen, a cleric of Trithereon. Mikaro slipped unnoticed past the crumbling walls of Highport with a single mission: to rescue and transport as many slaves to their freedom as possible. Mikaro and a handful of faithful assistants located a number of escaped slaves—as well as rescued a few more not sufficiently restrained and guarded—and shepherded them through the gates and beyond the reach of their humanoid tormentors, returning them to their lands and homes. This covert freedom brigade enjoyed remarkable success early on, since the servants of the Slave Lords were often lax in their vigilance and sloppy in their efforts to prevent loss of the “merchandise.” After one too many shipments never made its destination, the humanoids stepped up their security and the normal channels of escape from Highport closed to Mikaro and his team. He cannot risk exposure by smuggling the freed slaves through the gates as merchandise any longer, since shipments of goods are now regularly stopped and checked. No longer able to free the slaves in that manner, Mikaro began hiding his charges in an abandoned villa in a particularly rundown part of the town. Although they are safe for the moment, their numbers have grown unmanageable, and the priest fears it is only a matter of time before someone slips up and brings slavers to their doorstep. Ever more desperate to find a new means of escape from Highport, Mikaro has started work on a plan that is both daring and dangerous. He intends to use a series of old sewers coupled with natural caverns running beneath the town as an escape route to the sea beyond the walls. But he needs someone to clear out the creatures and pitfalls he knows lie within. Pgs. 2-27

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 Against the Giants: The Liberation of Geoff
Against the Giants: The Liberation of Geoff
AD&D
Level 8
96 pages
0

A Ravaged Land... Villains that really are larger than life... A time for heroes... A decade ago, the land of Geoff was overrun by a horde of giants, ogres, and evil humanoids, its people either slain, enslaved, or driven into exile. Now at last the tide has turned. The time to free the people of Geoff from their servitude to the giantish tyrants has come! But don't forget to watch your step when you confront the true masters behind the giant Clans! Contains the full text of three classic adventures by Gary Gygax: G1, Steading of the Hill Giant Chief; G2, The Glacial Rift of the Frost Giant Jarl; and G3, Hall of the Fire GIant King. Details Eighteen new encounter sites in the war-torn land of Geoff, linked together to form a grand campaign. Provides dozens of hours of gameplay as the heroes struggle to free an entire country from the grasp of giant overlords. TSR 11413

Cover of Kalzok's Hideout
Kalzok's Hideout
5th Edition
Medium Level
15 pages
0

Kalzok the Minotaur pirate discovered an old smuggler's hold on a tiny island in the Nelanther Isles, not far from Nemessor. The island sits amid a dangerous archipelago encircled with scores of hidden shoals that is avoided by all but the most daring or foolish navigators. The area's waters are notorious for claiming the ships of unwary sea captains who tried to steer through the gauntlet of hidden reefs. This offering includes an overview of Kalzok's island along with the details of Kalzok's hidden lair.

Cover of Escape From The Tower of Midnight
Escape From The Tower of Midnight
AD&D
Levels 2–4
12 pages
0

Run silently; the Midnight Stalkers are after you. Escape from the Tower of Midnight is an AD&D* game module for 2-6 thieves of 2nd-4th level. The Dungeon Master may change the names of the thieves’ guilds, countries, deities, and so forth to fit the individual campaign. Note that all player characters are assumed to have been imprisoned at the start of the adventure; little or no equipment will be available at first. This module is well suited for tournament use. Adventure Background It must be assumed, for the sake of the adventure to follow, that the PCs have no way of avoiding capture by the Midnight Stalkers. However, the DM may find a way to play out this adventure and have some or all of the PCs captured, allowing any who escape to attempt to rescue their comrades.

Cover of Palace of the Vampire Queen
Palace of the Vampire Queen
BECMI
24 pages
0

Dungeon Masters Kit - Number 1 Palace of the Vampire Queen For three centuries the peasants of the Dwarvish island of Baylor have feared the raids of the Vampire Queen and her minions. Sweeping down at night from the palace in the shrowded peaks of the island, they range even further in their search for blood. And not only blood - the children of dwarf peasants often disappear if they are so unfortunate as to be out at night. Even the cities are no longer safe. The most recent victim was the Princess of Baylor, daughter of King Arman, who was taken in a midnight raid on the capitol city of At Toe within past weeks. King Arman has offered fabulous riches and land holdings with titles to the person or persons who can brave the stronghold of the Vampire Queen and return his daughter to him alive and well. But, in truth, he holds little hope. For even King Arman, Ruler of Baylor, Defeater of the Ten Orc Tribes, is afraid in his heart to face the Vampire Queen. Published by Wee Warriors, Distributed by TSR

Cover of Nightmare Over Ragged Hollow
Nightmare Over Ragged Hollow
OSR
Level 1
80 pages
0

A new, expanded, OSR-ised, prettified edition of Joseph R. Lewis’ Ragged Hollow Nightmare which was rated among The Best by Tenfootpole. Joseph Lewis hit a perfect balance between the classics of dungeonverse fantasy and the whimsy of the folk tales we love so much (as testified by our Folklore Bestiary. we released last year), adding a dash of dreamworld strangeness and a pinch of body horror to spice up his brew. We did our best to respect his recipe when adding our extra material (about 30 pages of it). We worked with Joe and Li-An (the perfect artist to give life to spooky Ragged Hollow and its strange surroundings) to make the best module we could: a solid introduction to old-school gaming for both players and gamemasters. And for the veterans among us, it also makes an excellent, full-fledged campaign starter. Nightmare over Ragged Hollow is a sandbox adventure centred around a quaint town at the edge of the kingdom. But however quiet life in Ragged Hollow is, the town lies between places where you shouldn’t be traveling alone. Places like Gloam Wood (“A witch or two lurk there!”), the Bleak Mountains (“I’m told there are bugbears…”) and their infamous Mount Mourn (“Home, they say, to cursed Dwarven ruins”), not to forget the Wailing Hills (“Bandits on every road!”). There’s even a haunted house by the river (“That mad inventor riddled it with traps!”). But only when an impenetrable dome of golden light materialises around the Temple of Halcyon (“Hey, my kids go to school there!”) do things really get out of hand. Some selfless heroes (or, failing that, a bunch of greedy ne’er-do-wells) should really get involved. One town with three adventure mini-sites Three small dungeons One 50-room dungeon Three hexes with 16 detailed locations Two groups of potential allies or rivals Sixteen pre-generated characters One deadly countdown! Written for the Old-School Essentials (OSE) rule system

Cover of Kingdom In the Swamp
Kingdom In the Swamp
AD&D
Levels 6–9
12 pages
0

Follow a crazy halfling into a vampire’s castle. Kingdom in the Swamp is an AD&D adventure for higher-level characters; 6th to 9th level would be suitable. While it is necessary to have strong combatant characters and at least one cleric, it is more important that the players be ready to find solutions beyond the sword or spell book. Adventure Background A few days ago, Candor Pletten, a halfling thief known more for his urban exploits, returned from a journey to the southern jungles and rain forests (or so he says). Few people have believed him in the past -- usually they have been too busy taking inventory of their possessions to even listen to him — but some are guessing that he may actually be telling the truth (certainly, he’s got a good story). Candor left town a couple of months ago with some other adventurers, but has come back alone. Most tavern patrons are of the opinion that he took his companions’ purses and ran, but why would he come back to town? And why, then, aren’t his former companions hot on his trail? Candor may be a thief, but he’s not a murderer. He even gets nauseated by cockfighting. Maybe the halfling's tale is worth hearing...

Cover of DDAL08-12 Xanathar's Wrath
DDAL08-12 Xanathar's Wrath
5th Edition
Levels 5–10
30 pages
0

This couldn’t get worse. The key you are searching for has fallen into the hands of the eye tyrant of Skullport himself. Now you just need to rob Xanathar without getting disintegrated. Part Three of the Skullport Shakedown trilogy. A 2-4 Hour Adventure for Tier 2 Characters. Optimized For: APL 8

Cover of A Titan's Dream
A Titan's Dream
5th Edition
Levels 3–5
28 pages
0

A Titan’s Dream is a D&D 5e adventure that invites your party to a conflict between three mountain tribes that are competing for a dreaming Titan’s power. Through the adventure, a party of four or five level 3 characters gain two levels. It takes 4 to 6 four-hour sessions to finish the adventure. The adventure is structured into three acts: 1. The party meets the Visig tribe and learns their customs. They join a ritual run that takes them across the region and discover a necrotic affliction. The act culminates with a battle against a warlock of the Undying tribe and undead beasts. 2. The party seeks out a sage to learn about the trials of strength. They explore the harsh mountains, face fabled beasts, and the Fastus and Undying tribes as they complete the three trials. 3. With the trials complete, the party enters a Titan’s resting place and their dreams. They explore memories from a bygone world and return for a final confrontation between the three tribes.

Cover of The Necromancer’s Knife
The Necromancer’s Knife
5th Edition
Levels 1–2
22 pages
0

An Undying Evil In Belthaar, city of dark alleys, strange cults, and rival sorcerers, a threat rises from beyond the grave! Can you solve the mystery of the Necromancer's Knife before it is too late? Savage Swords and Sinister Sorcery "The Necromancer's Knife" is a stand-alone sword and sorcery adventure module, inspired by the pulp era tales of Robert E. Howard and Clark Ashton Smith. Venture in the footsteps of Conan the Cimmerian, Satampra Zeiros of Uzuldaroum, Imaro of Nyumbani, and other fabled thieves, reavers and slayers! Written for the Fifth Edition (5E) of the world's most popular roleplaying game, the adventure in this book can be easily adapted to any fantasy roleplaying game ruleset or edition. Note: This standalone adventure was originally published as part of the collection "The Spider-God's Bride and Other Tales of Sword and Sorcery". This new version has been updated to fifth edition rules and includes new maps and artwork.

Tide of Retribution
5th Edition
Level 1
11 pages
0

Trouble darkens the shores of the Vezdali Peninsula when an earthquake hits, sending part of the village of Palma Flora down into the sea. Seizing their chance a tribe of Sahugain descend upon the village, lead by their leader Selachai, a Sahugain Warlock.

Cover of WGM1 Border Watch
WGM1 Border Watch
AD&D
Levels 1–3
38 pages
0

Greatwall is in peril - not from military forces of Iuz, but from lack of goods and supplies. Caravans from Willip have ceased thanks to increased dangers on the Willip Critwall Grabford Trail. As the key fort positioned to contain the Iuzian flood, Greatwall is a strategic necessity. Its failure would mean a major incursion along the border. Your characters are hired to escort a caravan from Greatwall to Willip; if its merchants are afraid to come to the fort, the fort will go to them. This should be simple, cut and dried guard job. Right? Of course not. There are many surprises in store for your little caravan, and your characters will need to keep their wits about them day and night in order to make it to the other end. Secret plans are afoot, conspiracies are brewing, and nothing is as it seems while on the Border Watch. This module uses information presented in the From the Ashes boxed set and the Iuz the Evil accessories. However, ownership of these two products is not necessary to play this module. TSR 9406

Cover of Rappan Athuk - The Dungeon of Graves (5E)
Rappan Athuk - The Dungeon of Graves (5E)
5th Edition
Levels 4–7
662 pages
0

The Dungeon of Graves, is nothing more and nothing less than a good, old–fashioned, First Edition dungeon crawl updated for the 5th Edition Roleplaying Game. Very difficult, it should strike fear into the hearts of the most stalwart adventurers. It offers an abundance of traps, tricks, and monsters. We hope that you find this module as fun and exciting as those thousands of players who have ventured into (and not as often out of) the endless caverns and mazes of Rappan Athuk—The Dungeon of Graves. Rappan Athuk is a difficult dungeon. Even the upper dungeon levels should not be attempted by a party of less than six mid-level characters.

Cover of The Fruit of Evil
The Fruit of Evil
5th Edition
Levels 4–10
26 pages
0

A Halfling girl battling a rare disease that no magic can cure. A fruit, which has the power to heal and the power to corrupt, now guarded by mad siblings. A journey through a hostile forest, a trapped tower, and a dungeon to retrieve the fruit to heal the young girl. Will your heroes be triumphant, or will they perish while attempting to retrieve the mysterious fruit?

Cover of Waterdeep: Dungeon of the Mad Mage
Waterdeep: Dungeon of the Mad Mage
5th Edition
Levels 5–20
320 pages
1

In the city of Waterdeep rests a tavern called the Yawning Portal, named after the gaping pit in its common room. At the bottom of this crumbling shaft is a labyrinthine dungeon shunned by all but the most daring adventurers. Known as Undermountain, this dungeon is the domain of the mad wizard Halaster Blackcloak. Long has the Mad Mage dwelt in these forlorn depths, seeding his lair with monsters, traps, and mysteries—to what end is a constant source of speculation and concern. This adventure picks up where Waterdeep: Dragon Heist leaves off, taking characters of 5th level or higher all the way to 20th level should they explore the entirety of Halaster’s home. Twenty-three levels of Undermountain are detailed herein, along with the subterranean refuge of Skullport. Treasures and secrets abound, but tread with care!

Cover of Doom Desert in the Decanter of Delirium
Doom Desert in the Decanter of Delirium
5th Edition
Levels 2–3
15 pages
0

The Doom Desert in the Decanter of Delirium is an exotic OSR romp through a mysterious world of riddles, puzzles, inscrutable denizens. 5e compatible, this love letter to psychedelia is as vivid and beautiful as exciting and surreal. Get wrapped up in conversation with the dead drunks at the last saloon on earth, solve the sphinx riddle and discover the secrets of the Ziggurat, or break bread and wine with whispering harpies or the sun itself. This compelling narrative is written by Austin Holm and captures the exploration, social, and challenge pillars of a great game with the deft prose of a poet. With art by Maya Bee that captures the essence of the adventures many stunning scenes and characters. Your players will thank you for this one.

Cover of Into The Fire
Into The Fire
AD&D
Levels 6–10
19 pages
0

The king summons the heroes to investigate the death of a knight, and the final fate of the king's long-missing son. The knight and his entire order was killed by a Dragon! Yay we get to fight a dragon in the first issue of Dungeon Magazine! Much travel over many different terrain types featuring avalanches, volcanoes spewing lava, and many random encounters (not detailed here) before the heroes reach their real goal: A lake with a ruined wizard's tower and dragon's cave. Opens with a particularly byzantine Background section for the DM involving a prince you never meet, pirates you never meet, knights you never meet, and deep gnomes you never meet. See Out of the Ashes in Dungeon #17 for sequel to this adventure. Pgs. 42-60

Cover of Pathfinder Society Scenario #33: Assault on the Kingdom of the Impossible
Pathfinder Society Scenario #33: Assault on the Kingdom of the Impossible
Pathfinder
Levels 1–5
17 pages
0

The Pathfinder Society sends you to the fabled Kingdom of the Impossible, the island of Jalmeray, to stop an Aspis Consortium black market relics dealer who is organizing the local bandits and violently robbing Jalmeray and Pathfinder Society caravans laden with relics, artifacts, and magical mysteries. When a venture-captain is murdered by the Aspis Consortium agent, it's up to the PCs to find him and do whatever it takes to stop him.