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64 adventures found
Cover of Aesirhamar
Aesirhamar
AD&D
Levels 9–16
12 pages
0

The characters are summoned by the Norse gods to track down two dwarves, one of whom has made a weapon for the giants to use against the gods. The mission takes the characters to Jotunheim, on the plane of Gladsheim, to take the god-slaying weapon from the giants.

Cover of A Boy and his Modron
A Boy and his Modron
5th Edition
Levels 1–4
38 pages
0

A young boy befriends an extra-planar construct that has mysteriously appeared at his family’s farm. Once the boy finds out that other creatures are coming to take it back home, he comes up with a plan to get help from the party to save his new friend. Fairly in depth adventure with plenty of RP opportunity.

Cover of Steading of the Hill Giant Chief
Steading of the Hill Giant Chief
4th Edition
Levels 12–14
27 pages
0

Faced with an unusual alliance of giants raiding the countryside, the party must venture into the steading of hill giant chief Nosnra and uncover maps to the locations of the other giant strongholds. “Steading of the Hill Giant Chief ” can be run as a stand-alone adventure, or you can play it as the first part of a four-part series that continues with “Warrens of the Stone Giant Thane” (Dungeon 198), “Glacial Rift of the Frost Giant Jarl” (Dungeon 199), and “Hall of the Fire Giant King” (Dungeon 200). The adventure is part of the Against the Giants series originally by Gary Gygax, hence the writing credit.

Cover of Orc Stronghold
Orc Stronghold
4th Edition
Level 3
6 pages
0

A force of orcs has taken over a small hilltop keep. The PCs are engaged by the local lord to rid his home of the intruders. Fortunately for the PCs, the keep’s main doors are still damaged from when the orcs took possession, and entry is relatively easy. Unfortunately, the orcs are determined to stay. Pgs. 24-29

Cover of Hunted!
Hunted!
5th Edition
Levels 5–7
26 pages
0

The people of Northwood’s Rest need help. Winter is coming, and something’s been slaughtering the livestock. Surely it must be the orcs of the Northwood! Heroes are needed to hunt them down. Will you answer the call? Welcome to Hunted! The latest adventure from the critically acclaimed platinum best-selling author Tony Petrecca. Hey, that’s me! I’ll stop with the 3rd person talk now. My last release, Killer Kobolds, was all about unadulterated, non-stop run and gun action, and quite purposefully contained absolutely no moral quandaries. Its theme was simple - Kidnapping Kobolds needed killing… now go! The result was an absolute blast, but with Hunted! I wanted to explore notably different themes. With Hunted! Exploration, investigation, and role play go hand in hand with unexpected twists and turns to present an adventure I’m quite proud of. Worry not, action hounds, as there’s plenty of combat to be had, but with Hunted! mindless murder hobo’s need not apply. Set in the frontier town of Northwood's Rest, a simple thorpe on the edge of a forest, Hunted! lends itself to easy insertion into any campaign setting and would make an excellent side quest for Storm King's Thunder. With direct tie ins to Acererak, Hunted! fits naturally within any Tales of the Yawning Portal campaign. Scaled for a party of 4-6 adventurers of levels 5-7, Hunted! can be easily tweaked to accommodate parties of lesser or greater strength. Featuring gorgeous cartography by Ennie award winner Elven Tower Cartography, beautiful art, a bevy of new creatures, new locations, several potential plot twists and a fun new magic item, Hunted! should provide six to ten hours of outstanding Dungeons and Dragons 5th Edition adventuring fun.

Cover of The Bane of Elfswood
The Bane of Elfswood
BECMI
Levels 15–18
14 pages
0

"It shines in the night. Ogres run in terror of it. It kills by sight and by touch. It never stops hunting - and it's hunting for you." Vengeance denied in life is reborn in death. Druida Glanadyl, a female elf adventurer, seeks aid from the PCs in avenging the mysterious deaths of her family members. The horror that haunts Elfswood can be attributed to a spirit (odic) of a vengeful cleric, Irkthorn Balin. Pgs. 16-28 & 64

The Forgotten Man
AD&D
Levels 6–8
22 pages
0

"When the adventurers decide to help a man who has lost his memory, little do they realize he’s Gethirah Kugothan, the notorious anti-paladin! Can the man they know as “Michael” leave his evil past behind and become a champion of good? The answer lies in Gethirah’s former stronghold, a magnificent castle perched atop a waterfall." - Christopher Perkins From the magazine: "The Forgotten Man" is an AD&D adventure designed for 4-5 PCs of levels 6-8 (about 35 total levels)... This adventure focuses on Gethirah Kugothan (also known as Michael), a formerly evil man whose memory has since taken up residence in a church of the god of rebirth and renewal. The premise of the adventure hinges on the possibility that such a man can be turned from the path of evil and become good. The main goal of the PCs is to keep Gethirah from becoming the man he used to be.

Cover of DDAL04-02 The Beast
DDAL04-02 The Beast
5th Edition
Levels 1–4
34 pages
0

Something strange is afoot within the Quivering Forest. So much so that even the elves of Greenhall have left their homes to seek out help from their newfound neighbors. But, their tales of a strange beast are not earning them any favors; especially among the Vistani, whom the elves suspect are to blame for their ills. Return once more to the Quivering Forest and learn the terrifying truth! Part Two of Misty Fortunes and Absent Hearts.

Cover of X6 Quagmire!
X6 Quagmire!
BECMI
Levels 4–10
32 pages
0

Swamp creatures! They surround you now as you move slowly through the gurgling muck. How will you reach Quagmire now? Each day, the hungry sea swallows more of the ancient port city. A fierce fever ravages its people, and now - these foul monsters! Their beady eyes glimmer from deep within the tangled vines. Are these the creatures that have blockaded the city, turning away the ships that are the city's lifeline? Are these the scum that are starving the people of Quagmire, threatening an entire race with extinction? These creeps? Let's clean this jungle out! Quagmire includes a large-scale map that expands the D&D world and introduces new areas to explore. The adventure also includes new magic items and a special, expanded monsters section. Hurry! Hoist your colors, saddle your horse - go, before the city by the sea becomes the city beneath the sea! TSR 9081

Cover of DDA1 Arena of Thyatis
DDA1 Arena of Thyatis
BECMI
Levels 2–3
32 pages
0

It's party time in Thyatis... And simply everyone is going to the magnificent Villa Osteropolus, home of the wealthy old senator, Helenites. Raucous fun, exotic food, and even advanced betting on the upcoming Arena games are expected. Even adventurers just in from the outlands may meet the powerful here. So don your festive togas, for in Thyatis City there are important connections to be made and deeds to be done, duels to be fought and fame to be won. (But beware, oh Adventurer! The politics of Thyatis can be as labyrinthine as mazes beneath the Coliseum...) This module is designed especially for the DM who wants to sharpen his interactive skills. Presenting the detailed layout of a Thyatian noble's mansion and maps of the multi-level Coliseum of Thyatis. Four four to six characters, levels 2-3 Brief guide to Thyatis legal system New optional class, the Rake Fast unarmed combat system, including disarming attacks Special appendix on creating Thyatian names Featuring the DM's Guide to Winging It TSR 9284

Cover of The Heist At Nimressa
The Heist At Nimressa
5th Edition
Levels 3–4
16 pages
0

While travelling the open road, the party encounters two good-hearted thieves with a potentially lucrative proposition: The despotic baroness Ytrix hoards a large treasure nearby, locked within her army’s fort. Wouldn’t it be exactly what she deserves to have that treasure stolen and given to the needy that she’s so long ignored and oppressed? That’s what the party’s new companions think anyway, and they certainly have no ulterior motive for the job... The treasure is protected by high walls, a legion of soldiers, a fanatical wizard, and plenty of other surprises to keep would-be thieves on their toes. The party will choose how to approach the fort, case the joint, make their plan, and execute their heist. When they're done—and if they're successful—they'll leave with a small fortune and even a few unique magic items. A 6-8 hour adventure for 3rd or 4th level characters.

Cover of Curse of the Riven Sky
Curse of the Riven Sky
Pathfinder
Level 10
32 pages
0

The black clouds of war are gathering, and evil flocks to their thundering call! While seeking the legendary expertise of a cloud giant skymage, the PCs interrupt an attack on his lair by well-armed and magically augmented hill giants. To obtain the cloud giant's arcane knowledge, the PCs must seek out and eliminate the source of the hill giant threat, yet the brutes have little information other than the name of their employer—a mysterious giant calling herself the Storm Queen, whose anger and hatred have transformed over the course of years into a murderous plan that could cost hundreds of innocent lives.

Cover of The Midnight Revelry
The Midnight Revelry
5th Edition
Levels 1–3
19 pages
0

The village of Farleigh's Well is the target of a vindicative fey noble. The villagers have been seen parading through the Misty Forest, leaving their crops to rot in the field. The characters must contend with powerful fey creatures on their home plane in this action-packed adventure. What's Inside: A highly adaptable single session adventure. Two original NPCs with full stat blocks. Two original magic items. Detailed combat tactics and roleplaying hints for novice and experienced DMs alike. Two brilliant maps to help you bring the adventure to life. Choose from either the Full version with art and page design or the Lite version for easy printing.

Cover of Valachan: Hunter’s Moon
Valachan: Hunter’s Moon
5th Edition
Levels 8–9
39 pages
0

Valachan: Hunter’s Moon is a slasher/gothic horror adventure for 4-5 level characters of 8-9th level. It can be played over the course of 6-8 hours and should roughly take one playing session, if the party is quick, or two if the party is progressing slowly. This is the fourth and final part of the Carnival of Lost Souls campaign, which can also be played as a standalone adventure. Valachan: Hunter’s Moon features: Fully fleshed out Trial of Hearts with dangerous encounters along the journey Rules for sabotaging rival parties before the Trial New custom monsters to make combat encounters truly memorable and exciting High-quality maps, also available in universal vtt format Check out the previous adventures in the series: Lamordia: The Hardest of Hearts, Dementlieu: Dance with the Devil and Kalakeri: The Forbidden Temple! And look out for the special Campaign Guide, which will explain in detail how to best set up and play the campaign. However, if you want to start your campaign right now, don’t worry - we have included a short appendix at the end of each adventure that will explain the basics! Disclaimer: We are a team of writers from Ukraine, so the unprovoked war and senseless aggression of the terrorist state of russia influenced our initial timelines significantly. However, we are now as safe as we can ever be under the constant threat of missile strikes, and determined to finish the whole series! And after that - who knows, maybe even more cool adventures will follow ;)

Cover of Ragged Hollow Nightmare
Ragged Hollow Nightmare
5th Edition
Levels 1–3
47 pages
0

Yesterday, young Tobias went to investigate an old tomb by himself. Everyone told him it was a bad idea. Everyone was right. Today, you and your companions awaken to a town in chaos. Why is the temple sealed behind a divine shield? Why are children and worshippers trapped within? How do we get inside? What did Tobias do?! Ragged Hollow is a full-service starting town, full of classic creatures and challenges all updated and brought together for newbies and nostalgia-lovers alike. There are goblins and witches in the woods, a house full of traps, a basement of vermin, kobolds in a cave, bandits on the road, riddling ravens, a 50-room temple dungeon, nursery-rhyme monsters, living nightmares, Lovecraftian horrors, and tons of unique items to find. This is a mystery with lots of relevant side-quests around the town. The heroes can investigate the situation, get into the temple, save the innocents, and stop the monsters. And get some loot! ADVENTURE TYPE: Medium Dungeon / Town / Wilderness Adventure DESIGN NOTES This adventure is intended for characters levels 1 to 4. It includes several wilderness areas (forest, hills, mountain), a bustling town, several local mini-dungeons, and one 50-room temple dungeon. Each area contains various encounters and unique items. There are many opportunities for combat, but it is possible for players to explore most areas and complete many interactions without any combat at all, depending on their choices. INCLUDES: Story hooks, dialogue prompts, random encounters, stat blocks, original creatures and treasures, and maps. KEYWORDS: town, village, forest, goblins, goblin market, witches, hags, hills, bandits, ogres, mountain, kobolds, caves, dwarves, temple, clerics, nightmares, demons, riddles, traps, ghosts, fairy tales, Lovecraft, mutant

Cover of Bleak House: The Death of Rudolph van Richten
Bleak House: The Death of Rudolph van Richten
AD&D
Levels 5–12
160 pages
0

Old soldiers never die... For more than three decades, Dr. Rudolph van Richten stood against the forces of darkness, and hunted their servants in the far corners of the land of Mists. Now he had thought his long battle over, had thought he could spend his declining years in quiet enjoyment with old friends. But for some, a tragic end is inevitable. Dark forces have been gathering in the Mists. Their objective is to see Ravenloft's foremost expert on the supernatural destroyed, shattered in spirit as well as in body. From the crumbling edifice of Van Richten's childhood home, an enemy long thought vanquished spins a web of powerful evils and lost souls, drawing Van Richten to his doom. And then a group of heroes gets trapped in the web as well.... This is a boxed set adventure containing 3 adventures: Whom Fortune Would Destroy: https://www.adventurelookup.com/adventures/whom-fortune-would-destroy The Baron: https://www.adventurelookup.com/adventures/the-baron Homecoming: https://www.adventurelookup.com/adventures/homecoming TSR 1141

Cover of Pool of Radiance Attack on Myth Drannor
Pool of Radiance Attack on Myth Drannor
3rd Edition
Level 6
96 pages
0

Evil Reigns in the Elven Ruins Where elves once built the shining city of Myth Drannor, demons and devils now prowl in search of prey. Ancient evil slumbers beneath mossy stones, waiting for those foolish enough to venture within its grasp. Bold swordsmen, stealthy rogues, and skillful wizards have all met their end within the walls of Myth Drannor. But the lure of the city's magical treasures still draws heroes and villains alike to tempt death—or worse. Drawn by the dream of limitless magical power, the Cult of the Dragon has carved out a secret stronghold in the heart of the ruins. Using the power of a corrupted pool of radiance, the Cultists stand poised to attain their goal of subjugating all of Faerûn... unless a group of brave heroes can stop them first.

The Road to Swordfall
5th Edition
Levels 1–3
8 pages
0

The road to the remote village of Swordfall is a long and winding one. It takes pilgrims who wish to visit the holy site from the main trade road, through the hills, and into the mountains where once, thousands of years ago, two gods engaged in an epic battle. Now, all that remains of the battlefield is a lone sword, several hundred feet tall, embedded in the ground at the center of a massive crater. Over the years, a large temple to Thuul, god of battle, sprung up around the site. Now, warriors and fighters from across the land travel to Swordfall to pay their respects once in their lifetime. Recently, however, pilgrims have begun going missing. Somewhere between the main road and Swordfall itself, something, or someone, has been waylaying travelers. Unbeknownst to most, a cult to Ghenna has taken over one of the lone inns along the route and has begun using it to capture and sacrifice pilgrims to their own dark god. Unless a group of adventurers can stop them, the sacrifices won't stop.

Cover of The Red Wolf
The Red Wolf
5th Edition
Level 5
9 pages
0

The village of Bad an Fithich is besieged by a monster and the villagers offer a reward for its head. Thus far none have succeeded, but the tales tell only of a large wolf, which seems like an easy bounty. The party’s first night in the village is marked by the cry of a banshee proclaiming their inevitable doom, but if they listen closely they may hear another story. Pgs. 119-127

The Siege of Castle Rend
5th Edition
Level 5
50 pages
0

The Siege of Castle Rend is an adventure for the fifth edition of the world’s first roleplaying game, suitable for five 5th-level characters. It takes place over four parts, and each part can be completed in one or two sessions of play, depending on your group’s playstyle and how long you like to play in a single sitting. If all goes according to plan over the course of this adventure, the player characters will expose an usurping lord, fight orcs, acquire a stronghold, defend it from an invading army, win the admiration of a town filled with potential vassals, and make political connections within the Barony of Bedegar. Of course, no adventure goes according to plan. The PCs will invariably throw these well-laid schemes into chaos, and they’ll have to improvise. But if we know how things would have gone if the PCs never showed up (or are cowards), it makes it easier for us GMs to improvise when things go off the rails. Published by MCDM