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205 adventures found
Cover of SJA1 Wildspace
SJA1 Wildspace
AD&D
Levels 6–8
64 pages
0

On a busy day in the marketplace, something hurtles down out of a clear sky. When the dust clears, you c can see that it's a ship's anchor, attached to a rope that stretches up as far as you can see. What do you do? Pull you AD&D game players up the rope and into the astounding universe of fantasy space! Send their spacegoing galleon, the Skyrunner, across the vast reaches of Wildspace. Drop them in the Hive, the largest dungeon ever created. Then pit them against the Ravager, a monster that threatens the characters' entire homeworld! TSR 9273

Cover of Feast of Dust
Feast of Dust
Pathfinder
Level 11
64 pages
0

A deadly curse known as the Feast of Dust spreads rapidly through the Meraz Desert, driving its victims mad with hunger and a burning desire to flee into the sands. To find the source of this strange affliction, the heroes must investigate the plagued city of Dimayen, challenging fearsome gnoll tribes, nihilistic daemons, and the walking dead to discover the secret of a long-forgotten evil—a powerful daemon harbinger called the Jackal Prince of Famine. Despite the efforts of an ancient secret society, this twisted, unholy monstrosity walks the world again, threatening to spread his apocalyptic curse across all of Golarion! To stop the demigod's return, the heroes must uncover his three vile siblings, now bound within malevolent artifacts, and use their combined powers to stop the Jackal Prince before the entire world feels his corrupting touch.

Cover of The Lost Dungeon of Rickedness: Big Rick Energy
The Lost Dungeon of Rickedness: Big Rick Energy
5th Edition
Level 1
44 pages
0

Listen up! You're in my dungeon now, Morty! On Earth C-141, I'm a LEGENDARY D&D adventure writer! When people think of impossibly difficult dungeons or winding, labyrinthine maps, those things ain't Gygaxian - they're SANCHEZIAN! I do whatever I want over there, and they eat it up! I'm a celebrity Dungeon Master there, too! My livestreamed show, Cynical Troll, gets a billion views a day! It seemed a little selfish to contain all that GREATNESS to a single dimension, so I lifted one of the all-time favorite Sanchezian adventures and snuck it back here to dimension C-132. (Usually that kind of s**t is frowned upon, but it's just a D&D adventure. We're not exactly violating the Prime Directive or whatever.) This is a good old-fashioned dungeon crawl for a party of 1st-level adventurers, whose character sheets in this box should also contain. They'll probably reach 3rd level by the end of it. So here it is. This adventure brought peace to a warring galaxy. What did you ever do? Oh, you picked up this adventure? Good start. And awaaaay we go!

Cover of T1-4 Temple of Elemental Evil
T1-4 Temple of Elemental Evil
AD&D
Levels 1–8
128 pages
0

"...the Ultimate Campaign Adventure..." A sinister force, long thought destroyed, stirs from the black hole that spawned it. Like an ebony darkness it prowls the land and safety is but an illusion, for it watches from every shadow and ponders possibilities. What began years ago with the introduction of the players to the quiet village of Hommlet and the amazing lands of Greyhawk, at last is complete. Here is the long awaited campaign adventure featuring the ruins of the Temple of Elemental Evil! Evil broods and grows beneath those blasted stones. This is your chance to drive it back and scatter its forces again. This product includes the village of Hommlet, the filthy shire of Nulb, and reveals the ruins of the Temple of Elemental Evil and the labyrinths that lie beneath, a warren of darkness. And beyond these ruins, even more is revealed. For the first time this product provides a complete campaign adventure which will take beginning characters from 1st all the way to 8th level and possibly beyond! Hours of adventure await you! TSR 9147

Cover of The Secret of Spiderhaunt
The Secret of Spiderhaunt
AD&D
Levels 1–4
32 pages
0

The infamous Sword of the Dales has always held a certain fascination in the eyes and hearts of the citizens of the Dalelands. Thus, it was no surprise when Randal Morn, rebel leader of Daggerdale, led an expedition into the crypt of a long-dead wizard to recover the weapon. Shaevyn the weapons-mage had created the Sword long ago, and it stood to reason that the blade would be waiting within his tomb. Perhaps the Sword of the Dales woulld allow Randal Morn to rule Daggerdale once again. But Randal Morn never returned from that fated party. Only tales of terror told by a lone survivor held any clues as to Randal's fate. A brave hand of heroes accomplished what Randal Morn's group failed to do in part one of this adventure trilogy, "The Sword of the Dales." Battling through the tomb's undead inhabitants, those heroes reached the burial crypt of Shraevyn. There, resting in the center of the coffin, was the Sword of the Dales, its azure glow filling the chamber. However, there was no sign of Randal Morn. Only a note signed by his hand held any clue as to his fate. "Seek me in Spiderhaunt," it proclaimed. "The fate of Daggerdale is in your hands." This is the second part of a trilogy of modules that began with "The Sword of the Dales." The saga concludes with "The Return of Randal Morn." TSR 9485

Cover of Tomb of the Iron God
Tomb of the Iron God
OSR
Levels 1–2
27 pages
0

"A temple destroyed by divine wrath... An ancient, imprisoned evil and a powerful idol. Mysteries abound in the tombs below the temple of the Iron God, protector of the dead. Discover the dreadful fate of the Iron God's priesthood and the reasons behind their downfall in this intriguing adventure designed for low-level characters. Tomb of the Iron God covers a large catacomb area on two levels, with 58 keyed locations and six new monsters. This is a Swords & Wizardry (0e) dungeon crawl for four to five characters of 1st or 2nd level, by ENNIE-award winning author Matt Finch. The vengeance of an angry god, and treasures untold. The corruption and greed of the monks of the Iron God has brought divine vengeance upon their heads - the ancient monastery was recently destroyed in a cataclysm of fire and lightning, and only the tombs beneath remain intact. Somewhere in the catacombs lies the treasure the monks accumulated before they met their doom. An intrepid band of adventurers, willing to brave the perils of the unknown tombs, could gain riches beyond their wildest dreams. Do you dare to enter the burial catacombs and discover the chilling secrets of ... The Tomb of the Iron God?" Also available for 5E

Cover of The Demon Stones
The Demon Stones
OSR
Levels 4–5
79 pages
0

When huge stones fall out of the night sky, A deadly curse settles over Gravencross. Help the village exorcise the Demon Stones. “The sun had set an hour ago, and the rain lashed down and the wind howled on the dark moor. A storm this late in the season was unusual, but this one seemed different. The clouds were more menacing, tinged with anger, the rain colder and more biting than usual. Skerrill had to find the lost calf and get him back to the farm before his father came back from the city on business. He’d been looking for two hours now, and he was right in the middle of the moor when the storm hit. He knew he should have turned back as soon as darkness fell, but then he was never the brightest boy in the valley. If only he had remembered to lock the farm gate. The calf was now likely dead anyway having stumbled among the boulders and rocks, panicking in the dark, and then fallen in a floodwater stream and drowned. Either way, he was in more trouble than he could imagine. Suddenly, a bright flash of white light and a roaring peal of thunder were preceded by an explosion as a huge object fell from the sky and impacted the ground of the moor no more than a stone’s throw from him. Dirt, mud, water, and debris erupted from the impact site, flying high into the air and then covering the moor for hundreds of feet all around. Skerrill was knocked to the ground instantly and covered in the fallout from the blast. His ears rang and his head spun, but he staggered to his feet in a daze. He stumbled to where the blast had happened only moments before, and in a depression in the ground lay a huge stone glowing orange as if hot. Skerrill passed out. Two more thunderous explosions crashed in the distance.”

Cover of The Nightshine Mausoleum
The Nightshine Mausoleum
5th Edition
Levels 3–4
11 pages
0

Attacks by the undead are on the rise in and near the swamp. Rumr has it that the swamp was once an elvish settlement, lost long ago to ruin and sunken into the marsh. But one structure, at least, has yet to be consumed by the swamp. And a long dead cultist of Orcus, buried in that forgotten mausoleum, has returned from the dead. Includes A short adventure for 4-5 characters of 3rd to 4th level A map of the Nightshine Mausoleum Stat blocks for all monsters Unnumbered map suitable for use in your favorite VTT.

Cover of Vecna Reborn
Vecna Reborn
AD&D
Levels 5–7
64 pages
0

A chance encounter on the road marks the heroes as targets for an evil cult attempting to cause the rebirth of the lich god Vecna in the domain of his arch-foe, Kas. This act will free their master from his misty prison and allow him to gain vengeance upon his enemy at the same time. To learn more of the cult’s mysterious plans, the characters explore a cache of ancient lore in Tor Gorak, the major city in Tovag. Clues lead them right to the heart of Cavitius, Vecna’s own domain. There, they must discover the secret way into the Shadowed Room, an ancient library that no longer exists in time or space yet can still be reached by using an arcane ritual. Learning this secret brings the heroes into conflict with Vecna’s priesthood and their powerful servants. TSR 9582

Cover of Dead Ends
Dead Ends
5th Edition
Levels 4–8
25 pages
0

Lowharbor’s residents vanish when they die. A cloud of sour black smoke chokes their corpses and, when it clears, all that remains is a dusting of salt. Something or someone is stealing bodies through magic ritual, and the townsfolk won't stand for it! Send your party into the dank sewers below their feet to root out the necromancer's den of swirling filth! Why should you get this module? Skulking horrors and excitable clerics! Seven brand new monsters, including a low level mythic statblock! New disease rules! A mysterious threat! Six hours of play! Lavish presentation! A fantastic adventure for 5th-level players! Dead Ends is best for 5th-level players. It might be a little tough, but still winnable, for 4th-level, and should be fine for anything up to 8th-level.

Cover of Chalk Hill - Honeymoon at the Eight Maidens
Chalk Hill - Honeymoon at the Eight Maidens
5th Edition
Levels 2–4
26 pages
0

Synopsis: Chalk Hill is a lonely village on the edge of the Downs. Nearby barrows contain remains of long-dead kings. As is the local custom, a pair of young newlyweds went to the ancient standing stones for the druids to bless their union. They never came back. The heroes must find and return the couple, who have been taken into the grave of Eorl Wulfstan. The undead Eorl saw the new-wife in a dream, and she is the spit of his long-lost beloved, so he had his servants bring her to him. They slew the young man, who rose as undead under the Eorl’s control. Can the heroes find the survivor and put the dead back to rest? A 4 to 6 hour adventure for 4 to 6 Tier 1 characters—optimized for 5 characters of 3rd level. This adventure came about thanks to the generosity and encouragement of Dyson Logos, cartographer of Waterdeep: Dragon Heist. In it you'll find maps never before seen in a Guild adventure! "Chalk Hill" is an Old School "out and down" dungeon crawl, where brave adventurers venture into the wilderness and pit themselves against horrors which would set a-quiver the flesh of honest folk. It's proof you can have an OSR experience using the 5e rules!

Cover of Sewers of the Underguild
Sewers of the Underguild
5th Edition
Levels 11–15
12 pages
0

Sewers of the Underguild is an adventure designed for characters of at least 11th level, and characters up to 15th level will find plenty of challenges. Hidden within these narrow passages and filth-filled channels is a guild of vampiric rogues, led by their master Sangre and his aide, a nycaloth called Ankoz. Deadly traps abound, so a skillful rogue will be a lifesaver. Because of the high likelihood of desperate combat with numerous vampiric and monstrous opponents, it is suggested that a cleric and at least two fighters be prepared to beat back the many watchdog monsters the guild employs. You can hide the locales in Sewers of the Underguild in any ruin or location that fits your campaign purposes. A thriving metropolis that just happens to have a large crime and vampire problem would fit the bill nicely. In the Lost Lands campaign setting of Frog God Games, the Underguild is located in the sewers beneath the ruins of Curgantium, the ancient imperial capital of lost Hyperboria. Located at the edge of the modern Kingdom of Foere, the Underguild still finds itself located centrally enough to pull the strings of its weblike network running throughout the former lands of the Hyperborian Empire.

Cover of Tower Of Zoramadria
Tower Of Zoramadria
4th Edition
Level 23
8 pages
0

The Tower of Zoramadria is hidden away in the Feywild. The tower is an arcane academy under the tutelage of the lich Parthal. Parthal and his students lead serene lives of study and contemplation, except when they engage in a bout of bloody necromantic research that requires innocent souls as vital components. Parthal has a score to settle, and the Feywild itself might shudder and scream before the lich has had his revenge on those who killed his love. Pgs. 104-111

Cover of LP-1 The Lost Places: Vault of Kuvgar Stonebeard
LP-1 The Lost Places: Vault of Kuvgar Stonebeard
5th Edition
Levels 4–8
23 pages
0

A nearly forgotten dwarven kingdom once ruled these mountains. Its rulers were wealthy beyond compare. Time and greed wore the kingdom to dust and now all that remains are ruins and wonders. Recently coins of that ancient kingdom have appeared in the streams of the foothills to the south of the mountains. Rumors have passed with tankards of ale that a vault laden with gold is waiting to be found. You and your friends, on a fortnight's furlough from guard duty, have set off in search of this lost horde.

Cover of In Defense of the Law
In Defense of the Law
AD&D
Levels 7–10
18 pages
0

They sure don't make lawful allies like they used to. A question of morality versus ethics - made lethal. Pgs. 17-34

Cover of B3 Palace of the Silver Princess (green)
B3 Palace of the Silver Princess (green)
BECMI
Levels 1–3
32 pages
0

The valley of Haven was a peaceful land. Its crops were abundant, its citizens prosperous. Elves, Dwarves, Halflings, and Humans lived together in harmony. Hidden away in the heart of the Thunder Mountains, Haven was a safe place to live. The rivers were sweet and pure; the weather was pleasant and warm. Something terrible has come to pass in Haven - terrified refugees speak of a fabulous ruby uncovered in the mountains and a catastrophe that befell the palace. Whatever the cause, Haven now lies in chaos. Raiding bands of orcs, goblins, and hobgoblins terrorize the countryside. The disaster happened so suddenly that the citizens are confused and helpless. Without their leaders, who are trapped in the palace, they have no courage to fight back. The situation has become desperate. TSR 9044

Cover of The Raiders of Galath's Roost
The Raiders of Galath's Roost
3rd Edition
Levels 1–2
32 pages
0

This adventure focuses on a Zhentarim attempt to spread terror in Mistledale, although it is suitable for almost any lightly settled area northwest of the Sea of Fallen Stars. "The Raiders of Galath's Roost" is suitable for four 1st-level characters, but PCs should be at least 2nd level before tackling the adventure's second half, the Zhentarim Citadel. Even in the first half of the adventure, many of the encounters are quite formidable for 1st-level characters, and the PCs might find it necessary to withdraw and recover one or more times before completely exploring the ruins.

Cover of DDAL04-04 The Marionette
DDAL04-04 The Marionette
5th Edition
Levels 1–4
42 pages
0

A Vistani fortuneteller has called you out by name during the Burgomaster’s private reading. She raved of an army of the dead, a delicate powderbox, and a beautiful yet dangerous woman. Now the Burgomaster wants to know why you’re more important than he is... Part Four of Misty Fortunes and Absent Hearts.

Cover of White Plume Mountain 5e
White Plume Mountain 5e
5th Edition
Level 8
14 pages
0

Three artifact weapons have gone missing and you adventurers have been sent after them. Going only by the riddle left on the thief's note, part ransom part guide, You stand before White Plume Mountain, stronghold of the supposedly long dead Wizard Keraptis.

Cover of The Laughing Horde of Ruin, Part 1
The Laughing Horde of Ruin, Part 1
5th Edition
Levels 1–3
97 pages
0

Chapter 1 - When a relative of someone close to the characters goes missing from a nearby village, the players are asked to investigate. The party has to recover stolen goods from a thief before setting out from the City of Ravens Bluff. They travel through the wilds of Vesperin in search of the missing person, finding trouble and helping locals along the way. Chapter 2 - As the journey continues, the party arrives in a small hamlet suffering from a strange blight. The players will need to investigate the situation and choose sides in a longstanding feud between the mayor and a local magic user. Chapter 3 - After clearing a tribe of violent orcs from a nearby mountain pass to protect the residents of a town, the party will have to enter the lair of a long-dead dragon to rescue their quarry from a band of goblinoid slavers, where they discover an entrance into a dwarven city, lost and forgotten centuries ago. Chapter 4 - The party will have to traverse the ruins of the dwarven city, avoiding hazards and battling the horrors that lurk there, to uncover the identity of the slaver's leader. A discovery that will lead them through a treacherous forest to the city of Tsurlagol in search of a pirate ship called the Star Carver, and its drow captain, The Viper's Kiss. Along the way, they meet an unlikely ally. Chapter 5 - Once they arrive in Tsurlagol, the players will have to choose between gaining the assistance of the city council to fight the pirates head on, or making a deal with the Viper's Kiss, herself. The path they choose will either lead to an epic battle on the Sea of Fallen Stars, or into the deadly sewers and tunnels beneath the city to face an enclave of wererats, undead, and a tribe of mad, kraken-worshipping kuo-toa, in search of a fabled relic. The Laughing Horde of Ruin, Part 1 is the first module of an original 5e adventure campaign. It is designed for character level 1-5, and uses material from the Dungeon Master's Guide, Monster Manual, and Volo's Guide.