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89 adventures found
Cover of CCC-SALT-01-03 Broken Halls of Goldahroud
CCC-SALT-01-03 Broken Halls of Goldahroud
5th Edition
Levels 1–4
28 pages
0

Beneath the moorlands of Thar, hidden from all for centuries, lies the Broken Halls of Goldahroud. It seems to have been inhabited until recently as the blood marks on the walls are only a few weeks old. What mysteries lie beyond the doorway from the Tomb of Kered? Fear of the markings have forced the SALT Consortium to turn again to hiring adventurers to face what horrors await them in the Broken Halls of Goldahroud.

Cover of UK2 The Sentinel
UK2 The Sentinel
AD&D
Levels 2–5
38 pages
0

Not even memories of past glory live on in the gentle hills around the village of Kusnir. Today its people have more concern for commonplace things, like the harvest, trade, and the threat of death in the night! Kusnir is beset by a skulk. The attentions of such a creature are a curse on any community. Streets and alleys which ring to the voices of children by day become fearful, shadowy places by night. Men go abroad armed and in groups, while women and children stay behind locked doors and even there are not safe. But life goes on. The lot of the peasant is always hard, what cannot be prevented must be endured and, of course, things could be worse. Much worse. The skulk has begun to visit the village more and more often. Sometimes it kills, yet just as often it spares a victim, leaving clear signs of what it might have done had it wished. Its visits are now marked by strange and illegible symbols scrawled in blood on the walls of the buildings. The people are worried, helpless, and desperate. Desperate enough to welcome adventurers. UK2: "The Sentinel" (1983) is the second UK-series adventure, the fifth TSR UK adventure overall, the first solo effort by Morris, and the first half of the two-part Adlerweg series (whew!). It was run as a tournament at the GamesFair '83 Open, then published later in 1983. TSR 9101

Cover of RM4 House of Strahd
RM4 House of Strahd
AD&D
Levels 6–13
64 pages
0

Far above the village of Barovia sits Castle Ravenloft, the home and fortress of vampire lord Strahd Von Zarovich. Legends claim that Strahd flies with the bats and runs with the wolves to terrorize the countryside. Ancient tales also tell of dungeons and catacombs deep under the castle. Other stories recall the great halls, treasures, and glory of Ravenloft in centuries past. "House of Strahd" is a revision of the classic gothic horror tale I6: Ravenloft, one of the most popular adventures ever produced for the AD&D game. This version is updated for the AD&D 2nd Edition rules, and those from the Ravenloft campaign set. Count Strahd is now more powerful, and his castle is even more terrifying! TSR 9418

Cover of The Shrine of Ilsidahur
The Shrine of Ilsidahur
AD&D
Levels 3–6
6 pages
0

It's strange that a shrine to a vanished god should still be taking sacrifices. Not everyone forgets a forgotten god. The party explores an old shrine to a demon lord, kept up by a superstitious local. Pgs. 3-8

Cover of Umbra
Umbra
AD&D
Levels 6–9
31 pages
0

"The adventure begins with the PCs lost in the streets of Sigil's Lower Ward." --from the module. The PCs are approached by a tiefling telling them about a job. The tiefling's employer wants the heroes to search for a child who is rumored to be some sort of chosen one from an ancient prophecy. Includes a map of Durkayle's Stronghold, a map of the Black Sail Tavern, a map of the Screaming Tower, and an isometric map of Zactar Cathedral.

Cover of Asflag's Unintentional Emporium
Asflag's Unintentional Emporium
AD&D
Levels 3–7
14 pages
0

When the wizard's gone, who minds his home? The wizard's gone, and his pets are home alone - but not for long! The wizard, Asflag, has met a horrible fate as a result of a sorcerous accident! Dangerous creatures have since been escaping from his home. The players are hired by the town to stop this danger. Pgs. 8-21

Cover of B7 Rahasia
B7 Rahasia
BECMI
Levels 1–3
32 pages
0

Gray Mountain lies deep in the lush elven forest. The temple there was a haven of meditation and learning - until taken over by an evil cleric known as the Rahib. Far under the mountain, he paces before the temple's great altar. A brown-robed servant rushes in and falls to his knees, trembling at the sight of the Rahib's black panther. "Rahib, adventurers came to the village as the sun rose - the strangers now protect Rahasia." A scowl crosses the Rahib's face. "I must have Rahasia! Attack again tonight." As the servant scurries away, a deep growl rises from the giant cat. Gripping the panther's leash, the Rahib paces again, speaking out loud. "We must dispose of these strangers quickly; the secret beneath the temple will not wait much longer." Note: the setting is unspecified, but certain tie-ins, like the wines, prefigure Ravenloft. See: https://twitter.com/chrisperkinsdnd/status/703751906703749120 TSR #9115

Cover of The Mines of Madness
The Mines of Madness
5th Edition
Level 3
47 pages
0

The wizard Abracadamus hid the Forever Stone in the darkest depths of a failing mine, coerced monsters into serving as guardians, and rigged the dungeon with traps galore. Then he died, as all good wizards do. Many heroes have fallen prey to the Forever Stone’s lure of immortality. To date, only one stalwart band has plunged into the Mines of Madness and lived to tell the tale. You think you’re better than them? You think you got what it takes to grab life by the stones and conquer the dungeon that won the 2012 Gygaxian Award* for Bonecrushing Awesomeness? We seriously doubt it, but go ahead . . . prove us wrong! Mines of Madness is a Very Special D&D® Next Adventure written for PAX East 2013 and designed for four 3rd-level characters.

The Golem Master's Workshop
OSR
Levels 1–3
1 pages
0

The Golem Master, creator of pricey artificial servants, hasn’t been seen around for some time. His house stands dark and silent. Dare you enter?

Cover of Shadowdale: The Scouring of the Land
Shadowdale: The Scouring of the Land
3.5 Edition
Levels 9–13
159 pages
0

Zhentish soldiers, Maerimydran drow, and Sharran cultists have forged a dark alliance to subjugate the peaceful land of Shadowdale. Elminster's tower lies in ruins, Lord Amcathra governs at the sufferance of the dale's conquerors, and the very Weave of magic in this embattled land seems to fray with each passing day. The Zhentish yoke lies heavy over Shadowdale—but the Dalesfolk are ready to fight for their freedom, if only they can find true heroes to lead the way!

Cover of LP-3 The Lost Places: Iron Keep
LP-3 The Lost Places: Iron Keep
5th Edition
Levels 5–8
30 pages
0

First the bandits attacked then the Roc carried away the guide. Since then you have blindly followed the camels hoping that their instincts would lead you to water or help of some kind. You and your friends are lost in a sea of sand. Plodding along in the shadow of the camels and doing your best to stay alert. Ahead the heat shimmers take shape. This time it is a castle. Blinking away the dryness in your eyes you realize that the tower is not a mirage but it is broken.

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 Icicles & Brimstone
Icicles & Brimstone
5th Edition
Levels 5–8
15 pages
0

When a priceless relic goes missing from the archives of an ancient monastery, only one party of stalwart adventurers has the determination and strength of character to go forth and recover it from a dangerous underground fortress. That party is yours.

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 Lilishade's Demon Cave
Lilishade's Demon Cave
5th Edition
Levels 1–5
32 pages
0

For the past 5 years this elven village has been plagued by undead creatures of the nearby swampland. The undead are consisted of unlucky elf villagers or travelers who were foolish enough to walk through the swampland. It is unknown how the undead appeared in the swampland in the first place, but it is rumored that a demonic entity has found shelter in a cave inside the dark forest next to the swampland and it is being worshipped by necromancer cultists. This adventure is for parties no larger than 5 characters and no higher than level 5.

Cover of The Secret of Skyhold Tower
The Secret of Skyhold Tower
5th Edition
Levels 5–7
29 pages
0

For over a hundred years, Skyhold Tower has floated harmlessly above the lands of Faerun. But now it is plumeting toward the earth - directly at Neverwinter! Our heroes have been urgently recruited to enter the tower and avert disaster - but can they uncover the shocking secret of Skyhold Tower before it's too late?

Cover of B12 - Queen's Harvest
B12 - Queen's Harvest
BECMI
Levels 1–2
36 pages
0

The wizard Kavorquian is dead. But certain items belonging to his adopted son were in the wizard's keeping at the time of his demise. Now someone must venture into the silent vaults of Kavorquian's stronghold and recover the missing property. Queen's Harvest picks up its story where B11, King's Festival, left off. It can be played as a sequel to that adventure or as a complete adventure in itself. It is tailored for beginning Dungeon Masters and players and contains helpful hints on adventuring and the land of Karameikos. The story develops simply, but ultimately leads the player characters into the nether reaches of Penhaligon's politics to confront Ilyana Penhaligon, mad pretender to the throne! TSR 9261

Cover of X1 The Isle of Dread
X1 The Isle of Dread
BECMI
Levels 3–7
32 pages
0

One of the original D&D classics, "The Isle of Dread" is a hex crawl wilderness adventure. It focuses on surviving primitive beasts, dinosaurs, and pirates while uncovering the mystery of the island's inland city, where a great treasure awaits. From the cover: "This module contains maps and background material for the Isle, fifteen new monsters, and suggestions for further adventures. In addition, The Isle of Dread contains a map and background information for a large continent, and eleven smaller maps for encounters on the island itself. In this module, players will push their way through dark jungles and treacherous swamps to discover the lost plateau, and the final secrets of - the Isle of Dread!" TSR 9043

Cover of Here There Be Monsters
Here There Be Monsters
3.5 Edition
Levels 7–9
29 pages
1

A long, perilous ocean journey behind them, the crew of the Sea Wyvern finds itself shipwrecked on the Isle of Dread. Their destination lies well over 150 miles to the south, miles heavy with the threat of the island's terrible inhabitants. Yet the unknown enemies are far more sinister, for more than just dinosaurs hunt the vast jungles. Before long, a cunning fiend picks up their trail, and its duplicitous master demands their sacrifice. "Here There Be Monsters" is the fourth chapter of the Savage Tide Adventure Path, a complete campaign consisting of 12 adventures appearing in Dungeon. For additional aid in running this campaign, check out Dragon's monthly "Savage Tidings" articles, a series that helps players and DMs prepare for and expand upon the campaign. Issue #352 of Dragon explores the Isle of Dread in detail, providing a complete ecology of the island and the writing of Larissa Vanderboren. This article can be used as a player handout to represent the journals the group recovered from the Vanderboren family vault in the first adventure in the Campaign. Shipwrecked on the Isle of Dread! Faced with a dangerous journey, the PCs must escort a ragged band of castaways through monster-infested wildlands in order to reach the safety promised by the colony of Farshore on the isle’s southern tip. Pgs. 32-60

Cover of DDAL-CGB Cloud Giant's Bargain
DDAL-CGB Cloud Giant's Bargain
5th Edition
Levels 5–7
33 pages
0

The renowned adventuring company Acquisitions Inc. hires you to infiltrate a castle--but not just any castle. This is a flying fortress built by the cloud giant Count Stratovan, who is currently preparing to destroy the Sword Coast. Your mission is to meet with his son, who claims to want to prevent the war and establish peace between the giants and the small folk. If you can learn whether the son can be trusted, discover the secrets of the castle, and ... well, survive, you too can earn acclaim with Acquisitions Inc.! Released as a Fathom Events exclusive at movie theaters streaming the PAX 2016 Ac. Inc. game. Legal for AL play.