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Cover of Nanfield
Nanfield
5th Edition
Levels 1–6
8 pages
0

Nanfield is an island village of over 50 NPCs with mysteries plaguing both its present and its past. It contains a unique ecosystem and economy and a ship full of friendly pirates that will invite you by for dinner after accidentally attacking your party. It can be inserted into any campaign as an interlude during a travel montage, as a one-shot encounter, or as the base of future adventures. Nanfield contains over 50 NPCs you can use, several very unique and compelling characters, a Druid stat-bloc, a ship-to-ship fight, an investigation, and a fight with a Harpy (or more, depending on the outcome of the investigation).

Cover of WE-1: Red Dawn
WE-1: Red Dawn
5th Edition
Levels 1–4
67 pages
0

WE-1: Red Dawn: An Eberron adventure about the end of the world. The year is 1019 YK, and the world is ending. Twenty-three years ago, the nations that were once Galifar signed the Treaty of Thronehold and ended the Last War. Now, the drums of war rumble once again. The peace that lasted a generation is threatened, and Eberron may go to war once again. As a member of the Scions of the Second Dawn, a secretive order dedicated to studying the Draconic Prophecy, this is merely background to you. Or, it was, until the eve of your initiation as full Scions. You emerged from the rite to find your monastery destroyed, bandits looting it, and all your friends and allies slain. You are the last survivors of your order, and the world is ending. You cannot stop the end of the world. But you can rebuild it. Can you escape the wreck of your secret order’s monastery, journey across the mountains in winter, search the mountain valley to unlock the cipher, and discover how to rebuild the world? Or will your frozen bodies join those of your fellows? Will you fall to fatalism and ennui, or will you fight to save what can be saved and rebuild what can be rebuilt? Find out, in the light of this RED DAWN.

Cover of DA4 The Duchy of Ten
DA4 The Duchy of Ten
BECMI
Levels 10–14
48 pages
0

The Well of Souls. . . That's what Zugzul babe the Afridhi call the evil artifact that he had taught them to make. They must call it the Well of Souls, and they must carry it before them into every battle? and they would be mighty. Thus said the god of the Afridhi, Zugzul the One. So the Afridhi did as they were bade. Seeking the volcano called the Hill of the Hammer in the far Barrens of Karsh, they built in its heart a great forge. There, as Zugzul had promised, efreet came to help them make the mighty artifact. There, amid vile, unholy rites, they bound the souls of men into its very substance, and, for the red-handed work that must surely follow hard upon its completion. Many were the men who guarded the Hill of the Hammer during the days of making? for their foes in hated Blackmoor would try to unmake that which they had wrought. Yet, it was not men that would keep the Well of Souls from destruction, but a prophecy? that the artifact would be unmade only by the hand of one as yet unborn! TSR 9205

Cover of Racing the Snake
Racing the Snake
3.5 Edition
Level 6
25 pages
0

A long-simmering merchant conflict has turned into a war of assassination, and the PCs are called in to prevent an attempt to murder the daughter of one of the merchants. They lead her yuan-ti would-be killer on an overland chase through a canyon called Ehlonna’s Scar, which contains surprises of its own.

Cover of The Great Modron March
The Great Modron March
AD&D
Levels 1–10
129 pages
0

THE NEXT MARCH WASN'T DUE FOR ANOTHER 189 YEARS. TRY TELLING THAT TO THE MODRONS! On a regular schedule, the Great Modron March spills out of Mechanus, and the lawful automatons files their way around the Great Ring. No one knows why they do it, but everyone stays out of their way - because when the modrons march, they'll walk right over a berk who doesn't know enough to move aside. But this March has started decades before it was supposed to begin, and that's even more of a mystery. Caught unprepared, the planes shudder under the modrons' collective footsteps - and even the modrons themselves seem a little out of sorts. The Great Modron March anthology features 11 adventures for characters ranging from 1st to 10th level, as well as new information about the modrons of Mechanus. Each adventure can be played separely or linked together to form an extended campaign. The modron procession touches every Outer Plane in turn - and it isn't always welcome. On their unswerving path, the clockwork creatures will destroy celestial towns, be attacked by evil knights intent on using modron parts in foul experiments, and lead characters onto the deadly plains of the Abyss and into the famous prime-material labyrinth of Undermountain. Without help, they'll be lost in the swirling chaos of Limbo or even fail to complete the March entirely. And along their route, every blood on the planes seeks the answer to the most important question: Why have the Modrons abandoned their normal, lawful schedule to march years before they're due? TSR 2628

Cover of Night on Devil's Peak
Night on Devil's Peak
5th Edition
Level 6
25 pages
0

On the night of the rare Witch Moon, a binding spell placed over the mighty devil Tchernabog finally breaks. Will the characters be able to survive the night of boiling hellfire, furious undead, and diabolical mayhem Tchernabog orchestrates from atop Devil's Peak? Night on Devil's Peak is an apocalyptic, events-based survival adventure for 6th-level characters. It takes about 5-6 hours to complete and includes: -The awakening of a CR 24 devil, mighty Tchernabog! -A powerful holy relic the characters can wield in battle -Two diabolical new monsters: Tchernabog and giant flaming skeletons -Combat cards for each monster, PC, and special treasure -Gorgeous digital maps (with and without grid) for virtual table tops

Cover of Jackal's Rift
Jackal's Rift
OSR
Levels 1–10
1 pages
0

A unique skill-challenge focused adventure on a perilous cliff wall! A rift descending adventure where certain doom is mere inches away at any given moment.

Cover of Blood and Laurels
Blood and Laurels
AD&D
Levels 5–7
10 pages
0

A little friendly competition can be fun now and then - unless, of course, the competition isn't friendly at all. Included in I13 Adventure Pack I - https://www.adventurelookup.com/adventures/i13-adventure-pack-i TSR 9202

Cover of The Dread of Dynwel
The Dread of Dynwel
5th Edition
Levels 2–8
241 pages
0

The Dread of Dynwel is an adventure set in the Forgotten Realms and optimized for 4-5 players. The characters start as a down on their luck but somewhat experienced crew of adventurers with a wanted poster which pays a much-needed gold reward. Soon, events in the Sunset Vale are revealed as more dangerous than they seem, sweeping the characters along with them. From the heights of the Sunset Mountains, the alleyways of Scornubel, and depths of the Reaching Wood: The Dread of Dynwel covers levels 2 through 8 and features material which can be played as a full campaign or dropped into an ongoing one.

Cover of Dragon of Icespire Peak
Dragon of Icespire Peak
5th Edition
Levels 1–6
64 pages
0

An adventure included in the Essentials Kit (2019). The party starts in Phandalin, the starting town for the Starter Set (2014) adventure, Lost Mine of Phandlever. Various jobs are posted by Harbin Wester, townmaster, which the PCs can pursue. These jobs culminate in a raid on Icespire Hold, where Cryovain, a young adult white dragon, has recently claimed as its lair.

Cover of Pathfinder Adventure Path #4: Fortress of the Stone Giants (Rise of the Runelords 4 of 6)
Pathfinder Adventure Path #4: Fortress of the Stone Giants (Rise of the Runelords 4 of 6)
Pathfinder
Level 11
52 pages
0

The Giants are on the March! The Rise of the Runelords Adventure Path continues! Driven to battle by a maniacal warlord, the once-peaceful stone giants of the Storval Plateau threaten to destroy the sleepy town of Sandpoint. Will fast action and quick wits be enough to save the defenseless community? Yet, even if the giants' initial raid can be repelled, only by striking at the heart of their titanic war machine—the black-towered fortress of Jorgenfist—can the menace be quelled. But who knows what mysterious bloodlust spurs the usually peaceful giants to war, or what mysteries lie beneath their ancient fortress?

Cover of Wards of Witching Ways
Wards of Witching Ways
AD&D
Levels 3–5
19 pages
0

Surviving the shipwreck is easy; living through the wizardly bet afterward is not. Their game could mean your lives. A storm caused the PCs' vessel to sink and is now forcing them to seek shelter in the keep on the remote isle. Their goal is to locate a boat or some other means of transportation to return to the mainland after the storm has passed. But first, they must survive the tests and traps the island's inhabitants have set for them. Pgs. 45-64

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 Labyrinth of Thorns
Labyrinth of Thorns
5th Edition
Levels 4–5
19 pages
0

An original Valentine's Day-themed one-shot adventure designed for level 4-5 characters. SUMMARY The city of St. Valentine is home to Dante's Casa di Dolci, a world-renowned bakery — and tucked within the bakery is the entrance to a secret labyrinth, created by a mischievous, merciless god. Every February, an unsuspecting resident from St. Valentine is pulled into the maze. Some return after years spent in the labyrinth, but most do not. When Dante's beloved wife, Simonetta, is pulled into the labyrinth, he must enlist the help of adventurers to get her back. The journey that follows is one of strange doors, riddles, and dangerous creatures that lurk among the hedges... DETAILS 2-4 hour session for 3-6 players Play-tested material Original NPCs and locations Diagrams and NPC stats 19-page campaign guide Enjoy the adventure? Share your experiences with me! Hashtag: #LabyrinthOfThorns

Cover of Dungeon Crawl Classics #5: Aerie of the Crow God
Dungeon Crawl Classics #5: Aerie of the Crow God
3.5 Edition
Levels 7–9
64 pages
0

Lady Elisabeth Pendour beseeches the heroes for their help. They must recover a key that was on her husband’s body when he perished trying to clear an ancient tower. The tower was once a coastal fortress, but now it lies in ruins, occupied by black-feathered rook harpies who worship a foul carrion crow demon. Lord Pendour sought to free his subjects from fear by clearing the rampaging rooks from their nests. But he failed, and unless the heroes can recover his body, the crow god will come for his wife, too…

Cover of A Rose for Talakara
A Rose for Talakara
AD&D
Levels 8–12
26 pages
0

Red for love, white for purity, black for death. He was thoughtful, obedient, and trustworthy - the epitome of a traitor. All he needed were some heroes. A powerful undead knight, Agrovale, wants to be released from a necromancer named Talakara. He sets in motion an elaborate plan to get the players involved in overthrowing Talakara in her bid to become a goddess. He frames the necromancer for a kidnapping and murder and leaves a trail of clues to lead the players to her stronghold. The party travels through an extensive stronghold filled with many different monsters, finishing with a fight with the demigod Talakara and subsequently the freedom-seeking Agrovale. Pgs. 38-63

Cover of Acid Metal Howl
Acid Metal Howl
5th Edition
Levels 5–8
48 pages
0

In the deep desert lies the dead city of Yumar, the source of countless bizarre rumors. Was it destroyed by a demonic metal sphere? Did it sink into a pit of acid? Were its people transformed into cursed beasts? Is it ruled by vicious thieves or mad nuns? In fact, the only thing stranger than what happened to Yumar a century ago is what will happen a few days from now... ADVENTURE TYPE: Medium Sandbox City / Ruin DESIGN NOTES: This adventure is intended for characters levels 5 to 8. It includes a ruined city, shrine, wizard tower, menagerie, several factions, and the surrounding wilderness. 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, factions, illustrations, stat blocks, original creatures and treasures, and overview maps. KEYWORDS: city, ruin, celestial, angel, dwarf, dwarves, miner, thief, thieves, cleric, nun, shrine, adamant, adamantine, lycanthropy, mind control, nightmare, mutation, mutant, wizard tower, menagerie, body horror

Cover of Live Another Day
Live Another Day
5th Edition
Level 2
22 pages
0

Provost Nigel Faurious’s continued planar research has uncovered a reference to a sapphire amulet and a map with general directions to the entrance of the Shining Valley deep within the Graywall Mountains. He believes that the Valley is an Irian manifest zone, capable of charging the sapphire and granting unknown healing properties. The Provost has already acquired the sapphire and contracted Lhara, a female shifter within the Clifftop Adventurers’ Guild, to put forth a writ calling for adventurers to follow the map he uncovered and discover if the amulet’s properties are authentic. Unbeknownst to the Provost, a flight of harpies known as the Haunting Song is already living within the Shining Valley after escaping an attack on their lives by two other flights. The characters will have to convince these current inhabitants that they mean no harm. The harpies have already learned the healing properties of the valley and have been raising a new generation without any outside interference, but due to the party’s recent expedition, an oncoming war party has been spotted and the harpies now demand they assist in defending their home.

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 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