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92 adventures found
Cover of DQ1 The Shattered Statue
DQ1 The Shattered Statue
AD&D
Levels 5–9
48 pages
0

"A mutual friend has praised your skills highly. If you seek rich reward and the opportunity to delve into mysteries ancient and lost, bring this bottle forthwith to my demesne in the village of Volkumburgh. Together we may seek to bring mankind the lost wonder of the awtawmatawn." A mysterious note, a disappearing 5-foot-long religious relic, and the ruins of two magical schools. What do these things have in common? How deeply are your party members involved in all this? "The Shattered Statue" is the first dual-game-system module of its kind. Players of both the AD&D game system and DRAGONQUEST game system can use this adventure. It is suitable for use with FORGOTTEN REALMS campaign setting. TSR 9221

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 Into Wonderland
Into Wonderland
5th Edition
Levels 8–14
240 pages
0

Into Wonderland is a book detailing an adventure in the Feywild, a setting for Dungeons and Dragons 5th Edition. This book provides player options, encounters, variant rules, and a campaign of expeditions into the unknown centred around the city of Endercoast that has been spirited away from the Material Plane. To survive, you'll need to balance the needs of the displaced city with the mercurial whims of four powerful archfey. What's Included? - Endercoast, a city plucked from its roots and replanted in the Feywild - Quirks of the Feywild, including four powerful archfey, a guide for creating new archfey, rules for travel using emotional truth instead of maps, chaotic seasonal and magical effects, pranks, consequences for getting lost, and 14 weird stops along the way - New races - New subclasses - New backgrounds - New feats - New spells - Fantastical questlines taking a party through the courts of the archfey and on magical journeys inspired by the fairy tales of the Brothers Grimm - A whole heap of chaotic encounters with strange fey creatures - Dozens of new monsters, including 8 ancient beasts, 3 dangerous plants, 4 extremely powerful archfey, a bunch of NPCs based on the new subclasses of the book, creepy new fey like the darkwood stalker and the time vulture, a powerful hag, and more

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 Mark of Amber
Mark of Amber
AD&D
Medium Level
64 pages
0

The PCs are singled out by happenstance as prophesied heroes who will find and return a great wizard to his family. Once brought back to the the family chateau, they are brought on as paid companions and free to explore the location as they wish. This is a large sandbox style adventure with several plots going on, including assassination, a wedding, false accusations of murder, and many machinations of the nobles to solidify or gain power. Whole this is going on the PCs are dropped into dream sequences where they learn more about the missing wizard and learn how and where to find and free him

Cover of The Question of the Sphinx
The Question of the Sphinx
5th Edition
Levels 6–8
30 pages
0

Match wits and mettle with a sphinx in this new adventure for the world’s greatest roleplaying game. A wild forest edging closer to chaos, a small village threatened by something strange, and a quest to discover the truth from a legend known for her riddles. Locals speak of a mountaintop reliquary filled with powerful artifacts — artifacts which could make all the difference in the climactic battle for the fate of the village. You might even meet a baby sphinx cub along the way. The Question of the Sphinx is a 10 to 12 hour adventure for 6th through 8th level characters. This adventure easily fits within the Forgotten Realms, Theros, or other 5e settings. Solve any of the 20 original riddles Choose from 14 unique magic items Learn a never-before-known spell Brave any of the 6 random monster scenarios, set in 6 random dynamic locations Contend with 3 new monster variations

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 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 The Maze of Zayene M2 - Dimensions of Flight
The Maze of Zayene M2 - Dimensions of Flight
3.5 Edition
Levels 9–12
52 pages
0

The characters have escaped the maze only to find themselves in strange dimensions of fire, stone and ice, and a strange idyllic hunting ground where all is not as it appears.

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 The White Boar of Kilfay
The White Boar of Kilfay
AD&D
Levels 3–7
16 pages
0

A dangerous beast - but one with a mission. Even the gods slip up now and then, but few dare remind them of it. Ri Conn's son was killed by the white boar of Kilfay, and he has passed sentence of death upon it! What starts as a hunting expedition for the PCs ends up being a grand adventure through the forest. Several interesting set pieces on the path of the boar's rampage are included in the adventure. The path of destruction leads through a goblin camp and ends in the tower of a now-dead mage (which still holds the target of the boar's ire, a mutated bulette that the mage bred). Will the party help the boar kill the bulette mutation, or let it free? Pgs. 32-47

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 DDEX02-04 Mayhem in the Earthspur Mines
DDEX02-04 Mayhem in the Earthspur Mines
5th Edition
Levels 5–10
37 pages
0

Riddled with veins of precious ore and gem, the Earthspur Mountains to the west have long been a valuable resource for anyone able to mine them. One such mine has gone silent and the only thing more concerning than its long overdue shipment is the fate of the members of the Soldiery sent to discover what has happened to the mine’s workers. Though the mine lay in a region of the Mountains once claimed by a clan of reclusive dwarves, the Ludwakazar clan wouldn’t be so bold as to violate their long-standing peace with Mulmaster. Or would they?

Cover of DDAL05-07 Chelimber's Descent
DDAL05-07 Chelimber's Descent
5th Edition
Levels 1–4
33 pages
0

Deep in the Marsh of Chelimber lie the ruins of a great wizard’s tower. SEER has received intelligence, which she imparts via her emissary Hsing, that deep beneath the marsh in the remains of an old tower is knowledge of older magics. This could be just what Parnast needs to resist the onslaught of Bad Fruul and his armies!

Cover of B9 Castle Caldwell and Beyond
B9 Castle Caldwell and Beyond
BECMI
Levels 1–3
32 pages
0

Five exciting short adventures to make your Basic campaign come alive! The Clearing of Castle Caldwell - A local merchant has recently purchased a small castle... but when he tried to move in, he discovered that the castle was already inhabited! Dungeons of Terror - A strange trapdoor in the floor of Castle Caldwell leads to a terrifying challenge! The Abduction of Princess Sylvia - On the eve of her wedding, the beautiful princess has been kidnapped! Can you save her in time? The Great Escape - Imprisoned in an enemy fortress, without armor or weapons, your situation seems hopeless. Yet there may be a way to freedom... The Sanctuary of Elwyn the Ardent - A mystical chime of great power has been stolen - but by whom? In the wrong hands, the chime can cause untold harm! But can you find and defeat this mysterious and powerful creature? TSR 9143

Cover of Pathfinder Adventure Path #89: Palace of Fallen Stars (Iron Gods 5 of 6)
Pathfinder Adventure Path #89: Palace of Fallen Stars (Iron Gods 5 of 6)
Pathfinder
Levels 13–15
96 pages
0

Book 5 in the Iron Gods campaign: Somewhere deep within Silver Mount, the greatest of the Iron Gods is rising to power. But before the heroes of Numeria can oppose it, they must f irst defeat the Technic League and the Black Sovereign, for the corrupt cabal controls access to the legendary site. Will the clues harvested from an ancient android orac­le and the technological wonders gathered from strange ruins across Numeria be enough for the heroes to prevail? Or will they simply become the latest upstarts to be crushed under the Technic League’s metal boot?

Cover of Madness at Gardmore Abbey
Madness at Gardmore Abbey
4th Edition
Levels 6–8
128 pages
0

This deluxe adventure takes heroes into the ruins of Gardmore Abbey, a monastery that was once the base of a militant order of paladins devoted to Bahamut. According to legend, the paladins brought a dark artifact back from a far crusade and stored it in their abbey for safekeeping, and evil forces gathered to assault the abbey and take it back. What the legends don’t tell is that this artifact was actually the Deck of Many Things, a force of pure Chaos. This adventure brings characters into the extensive dungeons beneath the ruins - dungeons that are warped and twisted with the raw forces of Chaos surrounding the cards of the deck.

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 WS2.5 The Ruins of Alaxar
WS2.5 The Ruins of Alaxar
AD&D
Levels 3–5
8 pages
0

The Ruins of Alaxar is a companion adventure made to go along with the events unfolding in Folio #15 (WS2 The Forgotten Plateau). It contains the information needed to run a side adventure that will help characters in their exploration of the Sacred Plateau. Smoke still rises from the ruinds of the once mighty citadel of the Corsairs of Uthoria. Now, amid the ruins, the characters find that a deadly force still lurks, and they must end it if they are to find the new location of their quest's last hurdle, the Necrotic Pearl! This adventure is formatted to both 1E & 5E gaming rules.

Cover of Vault of the Dracolich
Vault of the Dracolich
5th Edition
Level 4
39 pages
0

*THIS IS A D&D NEXT/5E PLAYTEST ADVENTURE* Imani, a Turmishan wizard and former adventurer, seeks the aid of heroes to infiltrate Dretchroyaster’s lair and recover the Diamond Staff of Chomylla—the key to powerful magic and wisdom locked away for thousands of years. In addition to his own sagely interest in the lore of lost Uvaeren, Imani recognizes the dangers of such powerful magic falling into evil hands. The dracolich has secured the staff in his lair’s cen- tral chamber, using ancient wards of protection that can be bypassed only by four artifact-idols once belong- ing to a cult of Bhaal. Each group of adventurers enters the dungeon through a different section of the dun- geon—a forgotten temple of Bhaal, a vast underground lake, a troglodyte village, or Dretchroyaster’s vaults. Dretchroyaster’s lair is no simple set of caverns and ancient ruins. It sits atop a source of great power and energy, which the dracolich and his Cult of the Dragon allies hope to use to unlock the secrets of the staff. Only by undertaking a unified assault against Dretchroyas- ter’s lair can the adventurers hope to recover the Diamond Staff and survive the dracolich’s fury. The adventurers must make their way through the lair and recover the Bhaalite idols that will help unlock the Diamond Staff, all the while dealing with the lair’s creatures and avoiding the dracolich as he pur- sues intruders. Entering the Chamber of the Diamond Staff, the heroes must overcome its magical wards and claim the staff before being slain by the dracolich and his servants.