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106 adventures found
Cover of The Tiger's Song
The Tiger's Song
5th Edition
Levels 5โ€“10
26 pages
0

๐…๐จ๐ซ ๐ญ๐ก๐ž ๐Ÿ“๐ญ๐ก ๐ž๐๐ข๐ญ๐ข๐จ๐ง ๐จ๐Ÿ ๐ญ๐ก๐ž ๐ฐ๐จ๐ซ๐ฅ๐'๐ฌ ๐ฆ๐จ๐ฌ๐ญ ๐ฉ๐จ๐ฉ๐ฎ๐ฅ๐š๐ซ ๐ซ๐จ๐ฅ๐ž๐ฉ๐ฅ๐š๐ฒ๐ข๐ง๐  ๐ ๐š๐ฆ๐ž! In the steaming jungles of the east, the Feathered City rises like a jewel from the lush forests. An important stop on many aerial trade routes, the skies above the city are filled with griffons, rocs, and airships from the far corners of the world. But your adventure takes you to the very belly of this exotic city. Forced into the service of a night hag, you must help her find and eliminate her enemy - a demon with no name, that rules from the shadows. This is a mystery adventure for characters level 5-10, and optimized for a party of 5 level 7 characters. It takes about 10 hours, or two sessions, to complete. ๐๐ž ๐ฐ๐š๐ซ๐ง๐ž๐ - ๐ญ๐ก๐ข๐ฌ ๐ข๐ฌ๐ง'๐ญ ๐š๐ง ๐š๐๐ฏ๐ž๐ง๐ญ๐ฎ๐ซ๐ž ๐Ÿ๐จ๐ซ ๐ญ๐ก๐ž ๐Ÿ๐š๐ข๐ง๐ญ ๐จ๐Ÿ ๐ก๐ž๐š๐ซ๐ญ! It contains horror elements that may be too graphic some players, and even worse - this adventure packs an old school punch. Teamwork and caution are needed to survive long enough to hear the Tiger's Song.

Cover of Tales from Undermountain: The Plagued Apprentice
Tales from Undermountain: The Plagued Apprentice
5th Edition
Levels 8โ€“10
42 pages
0

She ran. Where to or for how long, she really couldn't say. The little flame of her oil lamp sputtered and went out a few times. She'd snap her fingers and make the wick flare to life, but she may as well have ran blind. The hallways were pitch black with soot and choked with smoke, every turn was a guess and every corridor a gamble. Unnatural screams echoed from every direction. Left, right, left again, was this the south or north end of the labyrinth? She had no idea. The next turn brought her face to face with a doorway completely consumed in blue fire. The room beyond was so bright she had to look through her fingers at it. A shadow covered her, a shape in the doorway: a hulking creature with a wolf-shaped muzzle and enormous pincers for hands, wreathed in the same blue flames. The screams were getting closer behind her, too. They had her cornered, again. The demon slammed its shoulders through the narrow opening, splintering the wood and stone. She dropped the lantern and let the wand in her sleeve fall into her waiting hand. With a word of power and a gesture, she appeared in the familiar bedroom: stuffy and reeking of wood smoke. She'd have to try again tomorrow, if she could remember. During an exploration on the sixth level of Undermountain, a strange invisible creature leads to a series of collapsed chambers that hide a forgotten secret and one of the most devastating forces known to the multiverse. Marambra Nyghtsteel, the forgotten apprentice of Halaster Blackcloak, has been locked away for an age deep within Undermountain. What point and purpose her forced seclusion has, only Blackcloak may know. When a spell consuming blue fire, known as The Spellplague is trapped within the chambers, a series of events have left Marambra, lost in her madness, struggling to survive.

Cover of Gary Gygax's Necropolis
Gary Gygax's Necropolis
3.5 Edition
Levels 10โ€“18
286 pages
0

I am the Set Rahotep No man was more potent when I was amongst those dwelling in the land of Khemit. In death I am greater still! Do you not fear serpents? I am the Aepep Rahotep! Who does not tremble before the monsters of the Duat? I am one! Does your flesh not crawl at the sight of a terrible wyrm? I am the Deathwyrm Rahotep! Does your blood run cold before the face of a fiend? Know then that I am Rahotep the Fiend! Who shuns not demons? Shun me, for I am the demon Rahotep, the Red Devil. And which fool listens? That one is wise! Praise Set and the Set Rahotep, that one, and pity the rest! An Epic Adventure and Sourcebook Gary Gygax's Necropolis is a vast campaign scenario that sweeps the characters into an epic adventure across the magical desert kingdom of Khemit. From a hidden evil in a desert village, to the secrets of ancient tombs, Necropolis takes the characters on a dangerous mission to thwart the plans of an undying archpriest-wizard who would be a god! Necropolis is also a campaign sourcebook, detailing the lands of Khemit, new classes and prestige classes, new spells and more than 60 monsters unique to the desert lands. This book also details over 50 new gods and new cleric domains, allowing DMs to run extended campaigns in the desert kingdom.

Cover of The Harrowing (Web of the Spider Princess)
The Harrowing (Web of the Spider Princess)
3rd Edition
Level 15
35 pages
0

Laveth, Lolth's half drow daughter, is plotting to seize power from her chaotic evil mother.

Cover of The Rod of Seven Parts
The Rod of Seven Parts
AD&D
Levels 10โ€“12
208 pages
0

Stirrings of an ageless war between Law and Chaos are drawing you into an epic adventure! A Struggle More Savage than Good vs. Evil Imagine a time before the words Good and Evil had meaning, a day when the world was young. Discover an ancient conflict that predates the stars. It was in these days that Law and Chaos forged worlds out of nothingness; their war began while the cosmos was yet unfinished. The Rod of Seven Parts defines epic role-playing. The reappearance of the Rod has awakened the powers of Chaos, and their queen seeks to turn the whole world into a battleground. Bold heroes must undertake the enormous task of seeking out and assembling the pieces of the Rod, but even its power cannot stand alone. Ages ago, primal forces of Law stood fast against Chaos; now their champions must once more confront the Queen of Chaos and her foul spyder-fiends, lest the flame of civilization be extinguished. Follow the quest for the capricious Rod as it leads characters on a journey of high fantasy. The Rod of Seven Parts is designed for four to six heroes and heroines of levels 10 to 12. This boxed set includes: Initiation to Power, a 96-page book of grand adventure playable in any AD&D world, including original campaigns; The War Against Chaos, a 64-page book of world-crossing adventures pitting PCs toe to toe against the minions of Chaos; Might and Menace, a 32-page book detailing the mysterious powers of the Rod of Seven Parts: how it affects both its enemies and its friends; Monsters, a 16-page book of new villains, new monsters, and even a new race! 6 two-sided reference cards; 6 full-color poster maps portraying the key locations heroes can visit. Read about this ancient artifact in the epic novel The Rod of Seven Parts by best-selling author Douglas Niles! TSR 1145

Cover of H2 Thunderspire Labyrinth
H2 Thunderspire Labyrinth
4th Edition
Levels 4โ€“6
96 pages
0

A slaver gang known as the Bloodreavers are terrorizing the countryside from their base deep in the labyrinth under Thunderspire Mountain. But these slavers are only the symptom of a larger threat in the bowels of Thunderspire.

Cover of CCC-UCON-01 Blood and Fog
CCC-UCON-01 Blood and Fog
5th Edition
Levels 5โ€“10
26 pages
0

Heavy mists have plagued the area around Phlan for weeks, even after the reported death of Vorgansharax, the Maimed Virulence. People have been disappearing in those deadly fogs, and now dead bodies are turning up. A D&D Adventurerโ€™s League adventure set in the Quivering Forest.

Cover of Bloodwood of the Cruor Circle
Bloodwood of the Cruor Circle
5th Edition
Level 10
4 pages
0

"Bloodwood of the Cruor Circle" is an alseid and blood hag lair suitable for four or five 10th-level characters. This adventure can be completed in a single session. The Cruor Circle, a coven of dark druids led by a blood hag, has taken over control of the local alseid herd with the power of the blood. Within the forest, those who do not make proper sacrifices are stalked by the alseids and taken to the Bloodwood. Within the Bloodwood, captives become blood sacrifices, empowering the creation of sap demons, blood ponds, and other twisted products of the dark druids.

Cover of Enemies of my Enemy
Enemies of my Enemy
3.5 Edition
Levels 19โ€“20
46 pages
0

Iggwilv. Orcus. Maleanthet. Obox-Ob. Charon. These names are among the most notorious in the multiverse, appellations belonging to some of the most dangerous and powerful creatures on the lower planes. Heroes from countless worlds have raised their arms against these immortal foes and, in most cases, these heroes have perished to their soul-blasting, life-ending might. Their lairs are notorious as they are: the River Styx, beautiful but deadly Shendilavri, the Gray Wastes of Hades, frozen Thanatos, and mind-numbing Zionyn. Simply entering one of these scions of evil is akin to suicide. Yet now, as the Prince of Demons begins the final rituals to bring the savage tide to the Material Plane, heroes must approach these immortal villains not as enemies, but as allies. "Enemies of My Enemy" is the eleventh chapter in the Savage Tide Adventure Path, a complete campaign consisting of 12 adventures appearing in Dungeon magazine. For additional aid in running this campaign, check out Dragon magazine's monthly "Savage Tidings" articles, a series that helps players and DMs prepare for and expand on the campaign. Issue #358 of Dragon magazine features a map of the River Styx and advice for those who would use this notorious river as a route in exploring the lower planes. The time draws near for the final assault on Gaping Maw, but first the PCs must recruit allies from the depths of the Abyss to the eladrin Court of Stars. yet will this unlikely alliance of demons and eladrins be enough to stop the Prince of Demons? Pgs. 40-85

Cover of P2 Demon Queen's Enclave
P2 Demon Queen's Enclave
4th Edition
Levels 14โ€“17
95 pages
0

The Adventurers arrive at a drow outpost in the Underdark. They must either dispose of the drow or ally with them against the invading legions of Orcus!

Cover of Winter of the Witch
Winter of the Witch
4th Edition
Level 22
35 pages
0

A cold winter wind blows from the Scourge Mountains, but its origins are not of this world. And with it come horrifying stories of a fey who walks the land. Cold, beautiful, and deadly, she turns every mortal she touches into a statue of ice, and she seems determined to blanket the entire north in a blanket of frost. It is the Winter of the Witchโ€ฆand if the archfey Koliada is not stopped, it could be the worldโ€™s last. โ€œWinter of the Witchโ€ starts with the PCs receiving an urgent but somewhat cryptic message from the skeletal knight, Sir Keegan. They find the skeletal knight a helpless victim of an aggressive interrogation by an undead minion of Orcus and his demonic thugs, who are attempting to extract the location of something called the Sunโ€™s Sliver from the stubborn knight. The PCs fight their way into deep ruins, defeat the demon lordโ€™s toadies, and retrieve the Sunโ€™s Sliver. Once the PCs have recovered the Sun's Sliver, they must confront the Winter Witch in Winter's Heart, the witch's icy sanctum in the Feywild. Only there can they confront the cold-hearted archfey and save a section of the world from a wintery doom.

Cover of The Moonscar
The Moonscar
Pathfinder
Level 16
32 pages
0

For millennia, a complex plot has brewed in a demonic jungle on the surface of the moonโ€”a plan by the patient and sinister succubi of the Moonscar to kidnap and brainwash the people of Golarion. Now a long-dormant portal linking the moon to Golarion has returned to life, accelerating the demon queenโ€™s designs. Only the brave PCs can venture to the surface of the moon, navigate the treacherous Abyssal jungle called the Moonscar, and delve into the depths of the Insatiable Queenโ€™s subterranean palace of torture, seduction, and depravity.

Cover of Witches of Frostwyck
Witches of Frostwyck
OSR
Levels 1โ€“5
64 pages
0

The ancient world of Harth is dying, but youโ€™re going to die even sooner if you canโ€™t escape from Frostwyck. Youโ€™re lost in a frozen forest of deadly predators and mysterious recluses. Your only refuge is the tiny village of Frostwyck, where metal is rare and kindness is rarer. And there are worse things in the shadows than mere bloodthirsty beasts. Witches haunt the groves of the north. Most keep to themselves, content to guard their secrets and powers. But one torments them all. Dama Zhadna has cursed the village so that none can escape. And now youโ€™re trapped here. Youโ€™re going to die here... ...unless you can escape from the Witches of Frostwyck. Just a few things players can do: - Escape from a prison barge - Free demon souls from a giant spider-house - Find a charming witch-lord hiding with his pet dragon - Evade a merciless warrior zealot who is hunting them - Discover the ancient secrets of the Elder Fey - Collect the "cunning tools" created by the hedge witches - Collect the eldritch weapons crafted by the ancient elves - Save a little girl made of snow Intense Factions! Will you help the Temple of Virune to eradicate the last of the witches? Will you help the witch-lords retake power over the north? Will you help the Gray Sisters protect the village from the dangers of the forest? Or will you venture underground and help the Elder Fey to escape their prison and take their revenge? Four New Mentors! While in Frostwyck, players can meet many skilled NPCs who might be willing to train a worthy adventurer. If you can complete 3 days of training, you can learn one of 16 skills from either a Hunter, a Fighter, a Priest, or a Witch. New PC Background: The Vulgoth Hedge Witch! In addition to some unusual medicinal gear, select one of 6 creatures of the northern forest as your familiars, as well as one of 6 "cunning" items that you enchanted (and might explode in your face!).

Cover of Mysterious Ways
Mysterious Ways
3rd Edition
Level 7
29 pages
0

"Mysterious Ways" is a D&D adventure set in the Holy Land (Israel and Jordan) during the time of the Crusades (1114 A.D.) in an alternate-Earth setting. This is a world where the portals to otherworldly realms, particularly the Lower Planes, are closed--sealed shut by the power of the True Cross, a holy relic sought by evil thieves who would see the gates to the Lower Planes flung open. Magic exists in this alternate world, but it is less prevalent than in other D&D campaign settings. This paucity of magic serves the core of the adventure's storyline and should be preserved, if possible. This adventure is designed for a party of four 7th-level player characters (PCs). It is recommended that the party include at least one lawful cleric or paladin. Consult the "Adapting the Adventure" sidebar for ways to incorporate the adventure into generic D&D campaigns and modify it for higher or lower levels of play. Pgs. 84-112

Cover of Tower of the Stargazer
Tower of the Stargazer
OSR
Level 1
16 pages
0

Legends tell of a wizard so arrogant that he felt the entire sky was naught but a lens for him to view the stars. So great was the hubris and defiance of this man that the gods smote him with the power of storm and fire. Oh did the wizard laugh at such a pathetic gesture. He did not fear the gods, for he drew his knowledge from something greater. Something darker. The legend of this wizard grew, first whispered by men in fear, and later in awe. The wizard, they said, attacked the gods just as they had attacked him. And his joy only grew as the land around him died. But then there was no more news. No more talk. Something had finally brought the wizard low, for though the sky still blazed down on him and his abode, he no longer blazed back. And now youโ€™re going to walk right through this wizardโ€™s front door.

Cover of Out of the Ashes
Out of the Ashes
AD&D
Levels 8โ€“12
22 pages
0

Slain in disgrace, reborn in fury, armed to the teeth: Flame returns! Flame is back - and is he mad! The sequel to "Into the Fire" from Dungeon 1. Pgs. 42-63

Cover of The Standing Stones of Sundown
The Standing Stones of Sundown
AD&D
Levels 4โ€“9
13 pages
0

The door to the Abyss can be opened with good intentions. An act of mercy released a creature of unspeakable evil. Now, only you have a chance to stop it. A vrock has been trapped inside a stone circle outside the village of Sundown. This stone circle remained untouched for thousands of years, until an unwitting mage decided to depetrify one of the standing stones that he mistakenly thought was a helpless farmer. This released the vrock, who killed the mage and has been trying to regain enough power to plane shift back to its home. This module primarily is based on investigation and problem solving, with a final fight with the vrock at the end. Roleplaying should be emphasized. The town of Sundown is fleshed out with NPCs and stores for player exploration. Pgs. 4-16

Cover of The Field of Nettles
The Field of Nettles
AD&D
Levels 5โ€“8
20 pages
0

The battles of the Blood War have raged for longer than mortals have known life, the conflict's savagery and hatred fueling the dreams, desires and obsessions of the multiverse. One way or another, the war spills through all the layers of existence, and little escapes its influence. Some clashes have consequences that shake the Lower Planes. Others are far less meaningful - they're fought solely for the sake of violence and killing. "The Field of Nettles" is set in the aftermath of an especially pointless battle. The adventure rips the player characters from their comfortable lives and thrusts them into the Blood War full force. The goal is to cross one of the more infamous battlefields, seeing the scope and the power of the fighting - and hopefully coming away with a greater understanding of just how big the Blood War is. The adventure is designed for a party of 4-6 PCs of 5th-8th level. The characters don't get to save the multiverse, nor do they find the key to unlock the dark of any great secrets. But they might come to realize their importance (or lack of it) in the scheme of things. On the fickle borders of the planes, that can be worth almost as much.

Cover of Courts of the Shadow Fey
Courts of the Shadow Fey
4th Edition
Levels 12โ€“15
101 pages
0

Navigate court intrigue in the Shadow Fey realm to save the city of Zobeck. Earn status in the court through duels, quests, and negotiation to survive the machinations of factions and nobles to gain freedom for the city of Zobeck from the King and Queen of the Shadow Fey. Also available in 5e format.

Cover of Mirrors of the Abyss
Mirrors of the Abyss
5th Edition
Levels 15โ€“17
266 pages
0

"For untold eons, Eshebala ruled over Vulgarea, the 193rd Layer of the Abyss...content to revel in hedonism, corrupt the hearts of her dwindling followers and inflict petty cruelty. Yet, if there are days in the Abyss, there came one when she realized she despised her own province. She hated demonkind. She hated the Abyss. It had become unbearably tedious, spent...done. The burgeoning goddess decided she would dip her toe back into the lives of mortals, and quest to remember...to understand her own existence...But that was a lofty goal for a mind that had long ago begun to unravel. Instead...She is learning that all she has left is cruelty...and it was always cruelty that gave her power, so she now believes, to the woe of any who cross her path." Partly inspired by a scant notation by Carl Sargeant in 1992's TSR book Monster Mythology: "Eshebala is the foxwoman deity of vanity, charm, greed, and cunning. Her symbol is a female fox. Eshebala appears as a foxwoman, a shapely fur-covered female with a foxโ€™s head, or as a beautiful young elf maiden. She is bedecked in rich clothing and jewels, and carries a silver mirror. Eshebalaโ€™s realm of Vulgarea can be found on the 193rd layer of the Abyss. She is wily and vain. She favors beautiful things and collects jewelry and art, the tackier and flashier the better. She prefers to overcome her opponents using subtlety rather than force, seducing and devouring out of boredom. She loves gossip, and always insists on being the center of attention. Eshebala is a patron of evil shapeshifters who use their wits and wiles before resorting to violence." Eshebala is a true chaotic evil demon goddess, behaving 100% true to form, and an extremely challenging opponent to take down for your players. An unforgettable 262 page jaunt for Levels: 15-17, with multiple possible modes of play, including Party Mode for up to 12 players. Profusely and paintstakingly illustrated over the course of several years by an award-winning professional illustrator. No stock illustration in this beast! A loving, dark & insanely detailed exploration of the 193rd Abyssal Plane An exuberant nod to the most grueling, deadly dungeons ever created Rich encounters that play out in a unique way each time 100 + NEW CREATURES 200 + NEW TREASURES (& possibly the most illustrated treasury ever provided) 82 BOOKS for PCs to discover 70 + NEW SPELLS & RITUALS, INCLUDING DETAILED OPTIONS FOR DEMON SUMMONING 50 + NEW TRAPS, HAZARDS & EFFECTS (guaranteed to run amuck) 4 RANDOM TREASURE TABLES, including a TABLE OF GEMSTONES that would be useful in any campaign 2 NEW CLASS SHIFTS: the Demonologist & the Exorcist!