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94 adventures found
Cover of Kidnap the Archpriest
Kidnap the Archpriest
OSR
Levels 1–2
54 pages
0

The Archpriest, leader of the Church, has defied a summons to the Immortal Capital. You have been chosen to retrieve the recalcitrant pontiff. Kidnap the Archpriest is designed to be an implicit tutorial for diplomacy, stealth, theft, bluffing, and cunning. It is a system-less, setting-less heist module featuring: a city (with a map) a fortress (with interior and exterior maps) two hectic days and nights a guide to designing your own heists. glorious black and white art by Luka Rejec scheming cardinals, frantic servants, and secret plots By the author of the CoinsandScrolls blog and Tomb of the Serpent Kings.

Cover of The Gribbits Detective Agency
The Gribbits Detective Agency
5th Edition
Level 1
15 pages
0

Janos Meer, the powerful underworld figure known as the Beggar King, has vanished. Gribbits - Meer’s right-hand goblin - has tasked a group of neophyte adventurers with getting to the bottom of where his boss has gone, and why. This is easier said than done, of course. The explosive destruction quite accidentally meted out by the Dragon Friends some months prior has made their city a dangerous place. It’s up to the adventurers to follow the clues through the urban chaos, unravel the mystery of the missing Meer, and maybe - just maybe - expose a conspiracy greater than any of them expected. The Gribbits Detective Agency is a Dungeons & Dragons adventure for four 1st-level characters.

Cover of B10 Night's Dark Terror
B10 Night's Dark Terror
BECMI
Levels 2–4
64 pages
0

Special Basic/Expert Transition Module Barely one day's march from Kelven, the uncharted tracts of the Dymrak forest conceal horrors enough to freeze the blood of civilized folk. Those who have ventured there tell how death comes quick to the unwary - for the woods at night are far worse than any dungeon. But you are adventurers, veterans of many battles, and the call of the wild is strong. Will you answer the call, or are you afraid of the dark terrors of the night? The campaign adventure is for characters just beginning Expert play (levels 2-4) and hurls them into the exciting outdoor world which awaits in the Expert rulebook. With a 64 page booklet, 2 double-panel covers, a double-sided, fold-out mapsheet and 120 die-cut counters, this super module provides all you need for epic wilderness and dungeon adventuring. Journey across the Grand Duchy of Karameikos in a desperate race against time and the forces of evil. This adventure is for use with the Dungeons & Dragons Expert Set, which continues and expands the D&D Basic Rules. This adventure cannot be played without the D&D Basic and Expert rules produced by TSR inc. TSR 9149

Cover of Black Sails Over Freeport
Black Sails Over Freeport
3rd Edition
Level 6
256 pages
0

Freeport's in crisis, as war breaks out on the high seas and orcs riot in the streets. A map promises the biggest haul of booty in history, but nothing is as it seems. Buried with that treasure is a terrifying evil Freeport thought banished forever. Black Sails Over Freeport, the first mega-adventure for the award-winning pirate city, is filled with enough swashbuckling challenges to test the mettle of any band of heroes. Its 256 pages are packed with action, intrigue, and danger, delivered with the style and professionalism you've come to expect from Green Ronin. Black Sails are on the horizon. Do you have what it takes to face them?

Cover of DDAL08-04 A Wrinkle in the Weave
DDAL08-04 A Wrinkle in the Weave
5th Edition
Levels 1–4
21 pages
0

The Blackstaff has discovered an oddity in the Weave that surrounds Waterdeep. The enigma may have been there all along or it might be new and the Blackstaff intends to figure it out using an ancient artifact from the reign of Emperor Shoon III. Part One of the Folded Time Trilogy. A Two-Hour Adventure for Tier 1 Characters (Bonus objectives are provided to stretch to 4 hours). Optimized for APL 3.

Cover of Monkey Wrenches
Monkey Wrenches
5th Edition
Level 3
16 pages
0

As iron is eaten away by rust, so the envious are consumed by their own passion. — Antisthenes The destruction of Cyre and creation of the Mournland marked the end of The Last War. Since then, a towering wall of mystic fog has covered what used to be the nation of Cyre. Those who have ventured inside and made it out have spoken of unusual beasts, wild warforged, and other strange occurences. Most stay away. Others dedicate their lives to plundering the mysteries beyond the veil. House Cannith is the House of Making and, despite being split over the destruction of their homeland, they are still very adamant about keeping their monopoly over arcane creations and are very suspicious of anything coming out of the Mournland. Recently, rumours reached the heads of the Cannith South enclave that some scavengers working for the Daask organisation actually captured living spells from inside the Mournland and brought them back to Sharn for study, taming, and who knows what else. Now Cannith employs independent contractors to enter the secret lab, and destroy the research and its future. Another group will hunt down the actual scavengers and eliminate the spells themselves. This adventure takes place in Sharn, the City of Towers, some time before the formation of the independent adventurers organisation by 'The Twelve'. It is an infiltration mission in hostile territory which includes some investigation, maybe a bit of socialising, and some quick dungeon-crawl elements. It is designed for multiple possible endings. In my mind, this adventure is E for Everyone and doesn't contain anything dark, NSFW, or triggering beyond any other standard D&D adventure.

Cover of Ashes of Evensong
Ashes of Evensong
5th Edition
Levels 11–13
50 pages
0

They say the legendary Ashes of Evensong have been found! In the year 689 DR, the song dragon Evensong was incinerated by Kallurous, a red dragon. In the wake of her death, Evensong’s ashes were gathered into a hundred urns by members of the Harpers. Originally intended as mere relics, the urns fell out of the Harpers’ possession when the caravan transporting them was ambushed. They were thereafter lost to history. Three months ago, stories began to circulate that at least one of the urns has been found. An artificer from the city of Elskar claims to have acquired some of Evensong’s ashes. According to his story the ashes are more potently magical than even residuum, created as they were from the mortal remains of a powerful magical creature burned to ash in the fires of an even more powerful dragon’s breath. This tale is dismissed by most, but certain factions and private interests aren’t willing to reject the possibility without investigation. If true, the artificer may be in possession of a highly dangerous and unfathomably valuable substance. More importantly, he may be in possession of the knowledge of where it came from, and the secret of what happened to the Ashes of Evensong all those centuries ago. In search of the truth behind a rumour that some of the Ashes of Evensong have been found, the player characters find that the Ashes are ultimately incidental to a far more worrying development. The trail of the Ashes leads them to the discovery of a fiend pact warlock operating among the ruling class of the city, a vault of forbidden magics the secrets of which have been breached, and a diabolic artefact about to be reclaimed in the name of a Duchess of Hell. With a focus on investigation, puzzles, and dangerous traps, Ashes of Evensong rewards players for caution and cleverness. Published by Spilled Ale Studios

Cover of FVS3 - Jail of Gundavold
FVS3 - Jail of Gundavold
5th Edition
Levels 2–5
14 pages
0

The Jail of Gundavold is a scenario designed for a solo player but adjustable enough for a party size if needed. After a foray into the wilderness Ruins of Borgdell, you found yourself ambushed with a bag tossed over your head. After a grueling trek across uncertain terrain you find yourself in jail. Are you smart enough to get yourself out of this mess?

Cover of Old Olga and Young Yvonne
Old Olga and Young Yvonne
5th Edition
Levels 1–4
65 pages
0

Old Olga and Young Yvonne is a four- to six-hour adventure for 1st-4th level characters, designed for Dungeons & Dragons 5th Edition, with a village theme, hags and witches, an abducted child to save, some horror, and mysteries to solve! Willow Creek, a remote farming village, is in trouble: livestock is going missing and reappears gutted in the woods, crops fail and fields blight - and now the bastard child of young Yvonne has gone missing as well. What no one in the village knows: Yvonne is a budding witch secretly feuding with Old Olga, an evil hag in the woods - who now demands a human sacrifice from Yvonne in return for her child. Who can sort out this mess, bring back the innocent child, prevent a murder, and return peace and quiet to Willow Creek? This adventure can also be used as a mini-campaign sandbox. With the branching and inter-connecting scenes, locations, and NPCs it provides, combined with the guidance on how to run a "village adventure", the material provided here on more than 60 pages can easily cover up to eight hours of playtime. Included with this adventure are: + an original custom creature, the young witch + 12 original fleshed out NPCs, including personality traits and roleplaying tips + a toolset for creating villager NPCs quickly + 7 hand-drawn maps of important locations + 4 alternative story rewards (depending on how the adventure resolves)

Cover of Lamordia: The Hardest of Hearts
Lamordia: The Hardest of Hearts
5th Edition
Levels 5–6
42 pages
0

The Hardest of Hearts is a gothic horror adventure for 4-5 characters of 5-6th 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 first part of the Carnival of Lost Souls campaign. It can also be played as a standalone adventure. The Hardest of Hearts features: - Exciting journey through the cold wilderness of Lamordia, which features a special travel system and survival rules - Exploration of the old mansion which has been taken over by the vicious local gang - the Corpse Collectors - Several custom diseases to challenge your players - Moral dilemma at the end of the adventure which the characters will have to solve - New custom monsters to make combat encounters truly memorable and exciting - High-quality maps, also available in universal vtt format Look out for the next adventures in the Carnival of Lost Souls series: Dementlieu: Dance with the Devil, Kalakeri: The Forbidden Temple and Valachan: Hunter’s Moon! They will be released over the course of the next two months. Once all four adventures are out, we will also release a 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 which will explain the basics!

Cover of For a Lady's Honor
For a Lady's Honor
AD&D
Levels 4–7
9 pages
0

When the Guildmaster speaks, everybody listens. When the going gets tough, the thieves get going. For 3-6 thieves. Pgs. 9-16 & 34

Cover of Way of the Wicked—Book #1: Knot of Thorns
Way of the Wicked—Book #1: Knot of Thorns
Pathfinder
Level 1
100 pages
0

BE THE BAD GUY! The Kingdom of Talingarde is the most noble, virtuous, peaceful nation in the known world. Herein is the story of how you burned this insipid paradise to the ground. It's only fair. They burned you first. They condemned you for your wicked deeds. They branded you. They shipped you to the worst prison in the kingdom. In three days, you die. In three days, the do-gooders pray they'll be rid of you. They've given you three days. The fools, that's more than you need to break out. And then, it will be their turn to face the fire. Published by Fire Mountain Games.

Cover of Dragon's Breath Tavern
Dragon's Breath Tavern
5th Edition
Levels 3–5
21 pages
0

It’s been a long few days of travel and the adventurers are tired of eating rations and sleeping on the ground. The road opens to a small town with an inviting tavern. The smells of grilling meat and ale fill their nostrils and the sounds of laughter and music float out the tavern’s door. Unlucky for the adventurers, they’ve stumbled upon Dragon’s Breath Tavern. What starts out as a pleasant evening of food, drink, and entertainment soon evolves into an adventure that takes the party into and under Dragon’s Breath Tavern. The adventure includes roleplay, exploration, combat, and a dice game called Demon Dice. Although written in a non-specific location, this adventure could be run as a one-shot during the WoTC official campaign – Curse of Strahd. The adventure includes an isometric map and a top-down map of Dragon’s Breath Tavern. Available as PDF or for Fantasy Grounds.

Cover of Murder's Mark
Murder's Mark
Pathfinder
Level 1
32 pages
0

Everyone in the fishing town of Ilsurian is excited when the legendary Umbra Carnival rolls into town—even if the show is run by members of the much-maligned Varisian ethnic group. With strange and exotic beasts, scandalous performances, games of chance, and all the other fun of a traveling fair, who could resist such an opportunity for entertainment?

Cover of CCC-GAD02-01 The Monster Within
CCC-GAD02-01 The Monster Within
5th Edition
Levels 1–4
39 pages
0

A mind flayer has called for a massive conference of monsters in the Underdark beneath Hillsfar. Trolls, umber hulks, demons, and more have answered the illithid's call. To infiltrate this gruesome menagerie, you must embrace the monster within yourself.

Cover of Reunion
Reunion
AD&D
Low Level
32 pages
0

Once, the Tribe of Altair roamed the sands, free as the great eagle on the wind. Now, caged by an evil mage, these desert riders yearn for their lost freedom. But fate takes a hand as a noble djinn seeks to fulfill an ancient wish... In this unusual three-part scenario, players first take the roles of the men of the tribe, who stage a revolt after being enslaved in the Pit of the Laughing Efreeti and then try to battle their way to freedom. In the second part, the PCs are the women of the tribe, who must escape the evil flame mage's harem and use all their wits to win free of a strange city. Finally, the children of the tribe have to slip away from an evil temple before they can be sacrificed, which calls for them to embark on a magic carpet ride that promises to be the adventure of their lifetimes. TSR 9584

Cover of Diamond Heist
Diamond Heist
5th Edition
Levels 6–9
14 pages
0

At the request of a stranded djinni, you have three days to steal a diamond from the marbled, enchanted vaults of the Modern Artworks Museum. Investigate its defenses, disable magical wards, bamboozle the staff, battle a golem, and escape with the prize! A group that succeeds is rewarded with a single wish - the power to bring about almost anything you desire. Highlights of the adventure include (and are not limited to): - An alternate skill check system that keeps clumsy characters involved in the heist - A fight to the death with fantasy Botticelli's Birth of Venus - The Modern Artworks Museum, a trove of sculpture, frescoes and tapestries - Museum events: sketch and sip, a gala, seminars! - Museum brochure, including handy map and exhibit descriptions - A wish Clever and light-hearted, Diamond Heist adds brains and Renaissance style to any urban campaign. This adventure centers exploration, planning and roleplay. Players match wits against various spell effects, discovering and disabling magical wards to access their prize. A cumulative alarm level system replaces pass/fail steath skill checks, so one bad role doesn't ruin the heist. The artworks described are based on those of Renaissance Italy, with frescoes, marble sculpture, and haughty nobles aplenty. Content warnings: Death of a loved one, mentioned.

Cover of The Necromancer’s Knife
The Necromancer’s Knife
5th Edition
Levels 1–2
22 pages
0

An Undying Evil In Belthaar, city of dark alleys, strange cults, and rival sorcerers, a threat rises from beyond the grave! Can you solve the mystery of the Necromancer's Knife before it is too late? Savage Swords and Sinister Sorcery "The Necromancer's Knife" is a stand-alone sword and sorcery adventure module, inspired by the pulp era tales of Robert E. Howard and Clark Ashton Smith. Venture in the footsteps of Conan the Cimmerian, Satampra Zeiros of Uzuldaroum, Imaro of Nyumbani, and other fabled thieves, reavers and slayers! Written for the Fifth Edition (5E) of the world's most popular roleplaying game, the adventure in this book can be easily adapted to any fantasy roleplaying game ruleset or edition. Note: This standalone adventure was originally published as part of the collection "The Spider-God's Bride and Other Tales of Sword and Sorcery". This new version has been updated to fifth edition rules and includes new maps and artwork.

Cover of CCC-AETHER-01-01 The Heir of Orcus: Verse I
CCC-AETHER-01-01 The Heir of Orcus: Verse I
5th Edition
Levels 1–4
41 pages
0

An Adventurers League Con-Created Content Module. Tier 1, 2-4 Hours. (Compatible with Homebrew games too!) May I have the next 100 words to convince you to purchase this adventure? **PITCH BEGINS!** This module features three ways to play: join the Knights of Holy Judgment, the Cult of Zariel, or the forces of Chaos as you search for a lost Angel of Tyr, Ser Vindictus. Play like it is 1990 and experience the first Adventurer’s League module to use 16-bit art for maps, tokens, NPC portraits, and magic items! Each purchase includes the PDF, Fantasy Grounds module, four maps, 15 tokens, comic art for the backstory, and an imaginary high five from the author. Make a DC 92 Wisdom saving throw. On a success, reroll! On a failed save, buy this adventure! **PITCH ENDS!** Author’s note: This is part one of a two part Tier 1 series. I plan to make future Verses if these do well and people like them. Thanks for looking at my adventure and please leave an honest review! -Anthony Joyce (Twitter: @Thrawn589) All artwork was commissioned and commercially licensed for this module. Pixel Art by: Joaquin Reymundo "Dsurion" (Twitter: @Dsurion) Comic Art by: James Gifford (Twitter: @Mrjamesgifford) Fantasy Grounds Module by: Chris Jernigan

Cover of DDEX02-10 Cloaks and Shadows
DDEX02-10 Cloaks and Shadows
5th Edition
Levels 1–4
47 pages
0

The Cloaks of Mulmaster have taken an interest in your progress, and may be looking to sponsor adventurers for future work. You’ve been offered an interview with one of their ranking members at the Theater of the Stars, but you never know what to expect in the City of Danger. A four-hour adventure for 1st-4th level characters.