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303 adventures found
Cover of To Hell and Back Again
To Hell and Back Again
5th Edition
Levels 1–3
81 pages
0

To Hell and Back Again is the perfect adventure for new players and veterans looking to experience Dungeons & Dragons in a new way! It's written as a solo adventure, where choices have gigantic consequences, but it also provides balanced rules to play with a group or a Dungeon Master as well! This 80 page adventure features: - A heart-pounding origins story that fits perfectly as either a prequel to Descent Into Avernus, a stand-alone adventure, or into your ongoing fantasy campaign. - Beloved characters like Lulu the hollyphant, Mad Maggie and her redcap gang, the archdevil Zariel, and many others brand new to this adventure. - Infernal War Machines, and exciting encounters with unique stat blocks. - Innovative Destiny and Traits mechanics that make your choices really matter. - A ton of possible outcomes that will fuel your character's many adventures to come! - Four gorgeous sample characters, with interactive character sheets designed to be new-player friendly so that you can jump right into the story if you'd like. - A community survey when you finish so that you can see how your outcomes and choices compared to other players!

Cover of Hrothgar's Resting Place
Hrothgar's Resting Place
BECMI
Levels 4–7
6 pages
0

He wanted a scabbard - but got the shaft. If the book is to believed, there's a magical sword - completely unguarded! - ripe for the taking. This short adventure starts with the players finding a diary describing the final resting place of Hrothgar and his powerful intelligent sword. In a quest for the sword, the players investigate a small cavern system and find the sword in a gelatinous cube. Pgs. 32-37

Cover of DDAL05-12 Bad Business in Parnast
DDAL05-12 Bad Business in Parnast
5th Edition
Levels 1–4
32 pages
0

Bad Fruul and his minions have been threatening to overtake the town of Parnast for some time, and intelligence provided by Seer (via Hsing) confirms that an attack is imminent. Despite this, the town is at risk from within as internal politics threaten to tear it apart. It is up to the adventurers to resolve the infighting in Parnast and prepare the town for the hill giant's onslaught.

Cover of Dib's Wagon of Doom
Dib's Wagon of Doom
5th Edition
Levels 1–2
3 pages
0

The nefarious master wrestler Dib, the goblin, is "terrorizing" the streets of the town (or city). Since his defeat in his roadside fortress, the would-be chieftain has plotted his revenge. Gathering to him a new batch of dim minions, Dib has transformed a stolen merchant wagon into a machine of war. The wagon is powered by several goblins inside who, while devoted to Dib, lack the strength to pedal the thing quickly or consistently. Dib's plan to wreak a path of havoc through the streets has resulted in something a bit more disappointing. In this light-hearted and quirky adventure for four first- or second-level PCs, the party must confront the war wagon, gain entry to it, and defeat its defenders—the lives of several potted plants and a few market stalls depend on it!

Cover of The Vault of the Devourer
The Vault of the Devourer
5th Edition
Levels 1–4
32 pages
0

Amid the gales and snowy Earthspur Mountains, the tumbling ruins of the ancient Tempest Mage's tower brood over the village of Windy Valley. When a kidnapper flees into the ruins, it's up to a group of adventurers to apprehend the rogue and save his victim from the vault below. Published by Cold Iron Conventions and Draxtar Games.

Cover of The Burning Goblins
The Burning Goblins
5th Edition
Level 1
61 pages
0

The quiet village of Greenfork is in a state of uproar, scarred twisted looking goblins raided the village during the night and kidnapped the miller’s daughter. The Mayor has put out a call for adventurers to bring the girl back safely and end the goblins threat once and for all. This adventure starts just outside the village of Greenfork and thrusts players straight into the action. This book contains a full length tabletop roleplaying fantasy adventure: Advancing players from one to three. Sixteen monsters and characters. New Games Masters advice and guides. A fantastic first adventure for new players, but more importantly this adventure was designed with first time Games Masters in mind, giving you as many tools as possible to help run the game. Published by Blue Sword Games

Cover of Among Them - A Barghest Hunt
Among Them - A Barghest Hunt
5th Edition
Levels 1–5
17 pages
0

A fiend lurks among the Black Blade goblins. A shapeshifting barghest fashioned by the General of Gehenna to exact revenge on all goblin-kind. It’s aim: to kill as many goblin leaders as possible… A masked goblin approaches the party asking for help. Two tribe leaders are dead. But a rival for chief has control of the crime scene. Will the party discover the barghest among the goblin ranks? Can they stop this imposter before it strikes again? Adventure Overview The adventure’s story is spread over 4 parts and takes approximately 4 hours to play. The adventure begins with a Call to Action scene. Part 1: Goblin Politics. Krill sends his emissaries to implore help from any strong intermediary. The party is asked to investigate the murder of Thrawn in Dringly’s lair. This is Story Objective A. Part 2: The Opposition. Gain entry into Dringly’s lair and investigate the murder of Thrawn. Gather enough evidence to find the killer. This is Story Objective B. Part 3: To The Lair! Now that the players have determined the barghest (Yeep) is to blame, they need to get to Krill’s lair quickly as he is in imminent danger. This is Story Objective C. Part 4: The Barghest.When the players arrive at the lair, they need to get to Krill and expose and defeat the barghest. This is Story Objective D. Adventure Background A barghest named Yeep has begun its onslaught of attacks against the Black Blade goblins. Starting with Chief Gnar, then his second in command Thrawn, the barghest is moving methodically down the line of command. Krill is now chief. But he has some problems: Two leaders of the Black Blades are dead. Who killed them and why? Is he next? Dringly, the next in command, has decided to take his lair for himself, declaring himself Chief of the Black Blades. Who are the Black Blades? The Black Blades are a tribe of goblins in the local area. They are known for dipping their blades in a dark black substance. It is rumored these blades are poisonous. The Black Blades regularly attack passersby on the road to rob them. The Black Blades have two lairs, one run by a chief who leads the whole tribe, and another overseen by a boss lieutenant. The Black Blades have a well-established pecking order which is how Krill stands to become chief. The next in line is Dringly, who has also declared himself chief and wants Krill dead. Krill suspects that there is something suspicious about two leaders being killed within a day of each other, but he has already burned Gnar’s body without any investigation. He needs to investigate the body of Thrawn, but it is in Dringly’s lair. Krill wishes to avoid direct confrontation with Dringly at the present for three reasons: 1) Any violence would only kill his own tribe members and further divide the lairs. 2) He believes there is still hope for negotiation to reunite the Black Blades. 3) He believes that if he were to attempt negotiations himself, Dringly would kill him. This adventure features: Two maps. Ready for your favorite Virtual Tabletop. A full color pdf. A black and white pdf. One custom monster, a reprint of barghest, all others available in the Monster Manual. Four hours of entertainment involving: roll playing a goblin bard, investigating a murder scene, tracking down a barghest before it strikes again. Applicable to any setting.

Cover of DDAL04-01 Suits of the Mists
DDAL04-01 Suits of the Mists
5th Edition
Levels 1–2
44 pages
0

Strange things are afoot in the Moonsea. The factions have called all those willing and able to investigate strange occurrences in the region surrounding Phlan. Dark whispers and unseen terrors lurk in the misty shadows between this world and someplace much more sinister. Unveil the horrors before it is too late! Part one of Misty Fortunes and Absent Hearts.

Cover of The Emerald Spire Superdungeon
The Emerald Spire Superdungeon
Pathfinder
Levels 1–13
159 pages
0

For ages untold, a gemstone monolith has pierced the heart of the Echo Wood. Now, as civilization intrudes upon this enigmatic splinter, a strange life once again stirs in the depths—one with ties to undying evils and a might beyond time itself. The promise of wealth and power calls to glory-seekers from across the Inner Sea region, tempting them into a labyrinth of monster-haunted vaults, defiled tombs, arcane laboratories, and worse, as they seek to unveil the secrets locked below the legendary Emerald Spire.

Cover of The Feystone Shards
The Feystone Shards
5th Edition
Levels 5–8
39 pages
0

The Feystone Shards is an adventure for characters from levels 5-8, optimized for 4-6 player characters. This moderate length campaign should have 20+ hours of gaming, all focused around the Forgotten realms area of Red Larch. The Heroes are tasked to find five fragments of a shattered Orb, once worshipped by a faction of Elves. The search will take the party to a haunted Citadel, as they seek the scattered remnants of the Feystone. From a city of Stone Golems, to an alchemist's underground lair - the players will face obstacles and enemies that will challenge their very resolve. The Heroes will need to discover the secrets of the bauble's fey magic, finding the lost Elvin city where the Orb was once worshiped as a God. Join in the hunt for the Feystone Shards, and see if your characters are ready to transcend common Heroes...and become Legends.

Cover of The Dawn Chasers
The Dawn Chasers
5th Edition
Levels 3–4
21 pages
0

Ahoy, mateys! Join Captain Moonlight and her crew aboard the Dawn Chaser for swashbuckling adventures on the high seas. You'll fight pirates, tangle with storms, explore a ship wreck and confront an ancient power on a lost island! This easy-to-run adventure is designed for 3rd-4th level characters, and can be completed in 4-6 hours of play. This adventure was co-created with critically acclaimed DMs Guild author, Anthony Lesink. It includes several original maps by Daniel F. Walthall.

Cover of Witches of Frostwyck
Witches of Frostwyck
OSR
Levels 1–5
64 pages
0

The ancient world of Harth is dying, but you’re going to die even sooner if you can’t escape from Frostwyck. You’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 you’re trapped here. You’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 Trail of the Forgehammer
Trail of the Forgehammer
5th Edition
Levels 3–4
19 pages
0

In the peaceful village of Auchendale, the local blacksmiths have lost their enchanted forgehammer. Trickery is afoot and soon enough, the adventurers will have to embark on a chase, in a comedy of errors and misfortune. Follow the path of the Forgehammer from a rural village, through the summery farmlands and deep into the forest and its shadowy undergrowth – all in one gameplay session, in a generic setting easily adapted to all manner of worlds. Designed for introducing your group to D&D with a focused 3-4 hour questline. This adventure fits best with a level 3-4 party. Includes hand-drawn illustrations and maps.

Cover of Deep in the Vale
Deep in the Vale
5th Edition
Level 1
13 pages
0

The set-up is interesting in a way – the PCs are plain folks of the Vale, everyday people, and the module begins promising, with the Thor-ordained sporty trek around the vale that inevitably results in trouble. The module, obviously, tries to chronicle the step from everyday-Joe/Jane to hero and the tidbits on culture provided are intriguing. But this, as much as I’m loathe to say it, is one of the worst modules FGG has ever released. If I didn’t know any better, I wouldn’t expect Mr. Ward’s pen at work here. Let me elaborate: The premise, is unique and hasn’t been done much recently, but it suffers from this being an adventure – to properly invest the players in the setting a closer gazetteer, nomenclature, suggested roles and origins for casting talent – all of that should have been covered. They’re not. Worse, everything here is a) clichéd and b) a non-threat in the great whole of things.

Cover of A1 Assault on Blacktooth Ridge
A1 Assault on Blacktooth Ridge
OSR
Levels 1–3
24 pages
0

The Blacktooth Ridge, fabled for its string of long abandoned fortreses, treasure houses, temples, and underground mansions lies far to the north and east of the civilized lands. Dangerous journeys and the promise of treasure invite many an adventurer to the wilds along the Ridge. There they sek fame and fortune. But it is an altogether dangerous place, tainted with the evil of the Horned God, there in hidden caves and darkened temples some linger stioll who call him their master. Of late these creatures have issued forth to plague the few people who call the ridge home, the toen of Botkinburg most of all. Now, raids and plundering confound the settlements near the Blacktooth Ridge. Rumors of Rottenkip the Goblin King and his fearless warriors taking up residence in the Blacktooth Ridge are circulating. Ogres and Trolls are raiding villages and looting caravans. Few are coming to the aid of those beset by the depredations and the evil denizens of the Blacktooth Ridge continue to spill out ever further across the lands. The call has gone out, the mustering of militias is at hand, and the Blacktooth Ridge beckons to any and all willing to come to their aid and discover what is calling forth these foul creatures. Also available for 5E

Cover of DDAL05-02 The Black Road
DDAL05-02 The Black Road
5th Edition
Levels 1–4
45 pages
0

Caravans are having a difficult time getting through to Parnast via the Black Road. Organized attacks by orcs and other monstrous humanoids working in concert with one another have folks baffled. Little do they know that an unusually intelligent hill giant, going by the name of Bad Fruul is to blame. SEER has sent her emissary Hsing, to task your group to accompany a caravan with a very special cargo destined for the Shrine of Axes in Parnast, and to figure out who is responsible. A Two Hour Adventure for 1st-4th Level Characters

Cover of Pathfinder Adventure Path #49: The Brinewall Legacy
Pathfinder Adventure Path #49: The Brinewall Legacy
Pathfinder
Level 1
61 pages
0

The town of Sandpoint, Varisia, Inner Sea Region has put out a bounty on the nearby tribe of Licktoad Goblins in retribution for the goblins raiding traders and travelers near the quiet town. The party takes up the bounty and ventures into the swamp; eventually finding the goblin village in ruins and it's inhabitants scared in it's burned huts. The party finds out; either through investigation of the ruins or the goblins themselves; that a group of skeletons with eastern arms and armor had ransacked the village and took a stash of fireworks that the goblins stole from an old shipwreck. The party then makes it to this cave and finds it empty except for a half dozen skeletons. Further in past the skeletons is their leader, a skeletal samurai who fights the party in an attempt to defend his treasure. The treasure turns out to be a letter that reveals that secrets of the Kaijitsu family; the same family their good friend Ameiko who runs the Rusty Dragon inn belongs to; that lies in wait in the abandoned town of Brinewall to the northern boarder of Varisia. Ameiko along with several other important NPCs with a caravan north. It's recommended that GMs create encounters for the caravan trip north as it's essentially 3 weeks of travel with nothing in it. It's also recommended that GMs completely ignore caravan rules; they're not flushed out and they're not fun to run. The party and the caravan reaches the abandoned town of Brinewall where their friend Ameiko becomes possessed and is thrown into a coma; where the other NPCs agree to take care of her while the party explores the town and castle. The castle is a three floor behemoth of a dungeon populated by Dire Corbies, Troglodytes, and various other monsters all under the leadership of Kikonu, an Yamabushi Tengu Oni. The goal of exploring Brinewall Castle is to find the two keys to the vault; one of which is on the Yamabushi Tengu while the other is on a Half-Fiend Decapus that lives in the basement of Brinewall. Once the PCs enter the vault they find the Amatatsu Seal; one of the seals that cement authority to one of the ruling houses in Minkai of Tian Xia; as well as several visions that show that Ameiko Kaijitsu is the rightful heir to be ruler of Minkai and that they'll need to travel north to do so. Such ends the first book of six.

Cover of Palace of Dread
Palace of Dread
BECMI
Low Level
16 pages
0

Agents for the Mayor of Kleine have discovered the stronghold of the Red Hand goblins deep within the Burning Hills. They have also discovered that the goblins are forming an alliance with local hobgoblin and bugbear tribes to sweep the humans out of Thunder Rift forever. The PCs must reach the lair before the hobgoblin and bugbear agents return to their own tribes. if the envoys do not return, the tribes will assume that the goblins murdered them and attack the goblins instead of the human settlements. In this way, the humans of Thunder Rift gain some unexpected allies against the Red Hand goblins. This is the most dangerous and demanding of the three adventures in this set. It is recommended that you play it after Red Hand Trail and Trouble Below. However, it can stand alone as an adventure in its own right if you wish. Part of TSR 1076 The Goblin's Lair

Cover of Tower of the Mad Mage
Tower of the Mad Mage
5th Edition
Levels 1–2
16 pages
0

The door slams open so hard that the wall shakes and the hinges groan. To everyone’s astonishment, a goblin staggers in. He is badly wounded, with dried blood covering about half of his body. Only a moment before the air was full of the rattle of dice, the slap of cards, and cries of victory and defeat. Now the Gambling Golem is dead silent. The goblin lurches toward your table then collapses right in front of you. “Help me,” he croaks, looking up at you with bloodshot eyes. “I’ll make you rich!”

Cover of 1 on 1 Adventures #8: Blood Brothers
1 on 1 Adventures #8: Blood Brothers
Pathfinder
Levels 7–9
21 pages
0

The Brotherhood is a league of paladins dedicated to truth, justice, and the defense of the kingdom. The guard the borders. Recently, one of the more remote Brotherhood outposts has reported that one of their patrols did not return. The PC must investigate, and determine what has become of the missing paladins.