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61 adventures found
Cover of DDEX01-13 Pool of Radiance Resurgent
DDEX01-13 Pool of Radiance Resurgent
5th Edition
Levels 5–10
28 pages
0

Vorgansharax rules Phlan, using the Cult of the Dragon to extend his noxious gaze. But the green dragon seeks far more than control of the beleaguered town – ultimate power is nearly within reach. Will he reactivate the Pool of Radiance and ascend to greater prominence amongst his kind? A sequel to DDEX1-10 Tyranny in Phlan and Part Two of Under Emerald Claws.

Cover of The Hound of Cabell Manor
The Hound of Cabell Manor
5th Edition
Level 3
6 pages
0

A fearsome hound has been seen prowling the mist-soaked moors surrounding Cabell Manor, but what is the foul beast searching for? Is there any truth to the rumors tying the family to an ancient devilish evil, or is it just a local superstition? If the want to solve the mystery our adventurers will need to keep their wits as sharp as their swords. NOTE: The title of this adventure is incorrect in the store. The version you will receive upon purchase and download is titled as this entry suggests.

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 The Maze of Zayene M1 - Prisoners of the Maze
The Maze of Zayene M1 - Prisoners of the Maze
3.5 Edition
Levels 8–12
60 pages
0

To Kill A King Death to King Ovar the tyrant! Life to law and order! Four characters are charged with a mission so insane, so daring, that terming it an assassination does not do it justice. Are the four volunteers who would lay low King Ovar killers or heroes? If murderers, how are they better than the madman theyre assigned to kill? And even if they are mere assassins, are they determined enough to overcome the Maze of Zayene? Snared in the Wizards Web

Cover of The Indomitable Fire Forest of Innenotdar
The Indomitable Fire Forest of Innenotdar
4th Edition
Levels 4–6
89 pages
0

In this adventure the heroes must brave the perils of the Innenotdar, whose trees and other vegetation has burned with an undying flame for 40 years. They do this to throw off the dogged pursuit of the Ragesian Empire, who seek to stop them from delivering information crucial to the war effort. Along the way the heroes will face monsters that have been afflicted with this undying flame, a demon that has made a contract with the Ragesian Empire, and potentially solve the mystery surrounding this burning forest. This is the second adventure of the War of the Burning Sky adventure path from E.N. Publishing.

Cover of ROS2 The Tremors in the Machine
ROS2 The Tremors in the Machine
AD&D
Levels 3–5
40 pages
0

A series of small earthquakes have brought a sense of disquiet to the town of Daern Kelton and Roslof Keep. Against these strange earthly portents, the members of the Ivory Scimitar have claimed their place as a true Mithel Company, but even greater danger now awaits them in the second level of the Dungeon of the Black Fey Mithelvarn. What lost secrets will be revealed as they journey below? What new threats and adventures can be had in Daern Kelton? The town opens its doors to the brave new heroes of the Company of the Ivory Scimitar. Here continues the Roslof Keep Campaign in the pages of ROS2, The Tremors in the Machine. This adventure is formatted to both 1E & 5E gaming rules. Also available in PDF.

Cover of DDAL05-13 Jarl Rising
DDAL05-13 Jarl Rising
5th Edition
Levels 5–10
26 pages
0

The frost giants of the Ice Mountains have long held to the belief that a great Jarl will one day step forward to unite the families as Konung (king). With the Ordning shattered, Jarl Ryndölg believes that if he can locate Hartkiller’s Horn, a legendary artifact among giant-kind, he could be the one. He may very well have found what he is looking for. A great clarion call has echoed across the Hartsvale for two days, and the giants are all marching north, has Ryndölg done just that? A Four-Hour Adventure for 5th-10th Level Characters This adventure consists of three Parts, as follows: Part 1. The adventure begins with the characters having already arrived in Stagwick (whether sent by their faction or by their own, individual search for adventure and wealth) and have been briefed before preparing for an important journey to the north Part 2. From Stagwick, the players discover their guide has been killed and must make their way through the deadly cold fingers of the Ice Spires alone—either by skill or luck. Part 3. Once at Ise Festing, the group discovers it’s been inhabited by a troupe of Shatterblood Ogres whom they must defeat to gain access to the redoubt’s observation deck.

Cover of Ragged Hollow Nightmare
Ragged Hollow Nightmare
5th Edition
Levels 1–3
47 pages
0

Yesterday, young Tobias went to investigate an old tomb by himself. Everyone told him it was a bad idea. Everyone was right. Today, you and your companions awaken to a town in chaos. Why is the temple sealed behind a divine shield? Why are children and worshippers trapped within? How do we get inside? What did Tobias do?! Ragged Hollow is a full-service starting town, full of classic creatures and challenges all updated and brought together for newbies and nostalgia-lovers alike. There are goblins and witches in the woods, a house full of traps, a basement of vermin, kobolds in a cave, bandits on the road, riddling ravens, a 50-room temple dungeon, nursery-rhyme monsters, living nightmares, Lovecraftian horrors, and tons of unique items to find. This is a mystery with lots of relevant side-quests around the town. The heroes can investigate the situation, get into the temple, save the innocents, and stop the monsters. And get some loot! ADVENTURE TYPE: Medium Dungeon / Town / Wilderness Adventure DESIGN NOTES This adventure is intended for characters levels 1 to 4. It includes several wilderness areas (forest, hills, mountain), a bustling town, several local mini-dungeons, and one 50-room temple dungeon. 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, stat blocks, original creatures and treasures, and maps. KEYWORDS: town, village, forest, goblins, goblin market, witches, hags, hills, bandits, ogres, mountain, kobolds, caves, dwarves, temple, clerics, nightmares, demons, riddles, traps, ghosts, fairy tales, Lovecraft, mutant

Cover of G1-2-3 Against The Giants
G1-2-3 Against The Giants
AD&D
Levels 8–12
32 pages
0

This material was originally published as three separate adventures: G1 (STEADING OF THE HILL GIANT CHIEF), G2 (THE GLACIAL RIFT OF THE FROST GIANT JARL), and G3 (HALL OF THE FIRE GIANT KING). Contained herein are referee notes, background information, maps, and exploration keys for three complete adventures using the ADVANCED DUNGEONS & DRAGONS rules. This module can be used alone or as the first in a series of adventures that includes Dungeon Modules D1-2 (DESCENT INTO THE DEPTHS OF THE EARTH), D3 (VAULT OF THE DROW), and Q1 (QUEEN OF THE DEMONWEB PITS). TSR 9058

Cover of Giants Rapture
Giants Rapture
5th Edition
Levels 6–8
34 pages
0

Eurich Gunshoff IV, Count of Kleaves, is beset by powerful enemies. The King to the north has laid waste his holdings beyond the Tot River and even now threatens the river castles. Only the coming winter holds him at bay, giving the Count time, if only a little, to muster his strength. Long have the people of Kleaves worshiped the gods of the south, and it is to these people that he turns, striking a bargain with the powerful King of Kaymor. In exchange for a precious gift the Kayomarese promise to aid Eurich and his people, but it is Eurich’s charge to deliver the prize. He can spare few troops, and with spies all about he cannot be too careful. The prize he sets in a wagon in a caravan and as escort he calls upon those who dwell upon the fringes of society, adventurers who seek fame, gold and glory. They are charged to cross the wilderness and deliver the wagons safely. But the road is fraught with danger. Walls of stone block the road and winter upon the open plains carries dangers beyond the biting cold. But more than stone and frost, the end promises fire without comfort. Designed in 3 parts Giant’s Rapture offers overland travel, dungeon, and intrigue and pits the character’s wits against the open road and one another.

Princes of the Apocalypse
5th Edition
Levels 1–15
258 pages
1

Called by the Elder Elemental Eye to serve, four corrupt prophets have risen from the depths of anonymity to claim mighty weapons with direct links to the power of the elemental princes. Each of these prophets has assembled a cadre of cultists and creatures to serve them in the construction of four elemental temples of lethal design. It is up to adventurers from heroic factions such as the Emerald Enclave and the Order of the Gauntlet to discover where the true power of each prophet lay, and dismantle it before it comes boiling up to obliterate the Realms.

Cover of Rappan Athuk - The Dungeon of Graves (5E)
Rappan Athuk - The Dungeon of Graves (5E)
5th Edition
Levels 4–7
662 pages
0

The Dungeon of Graves, is nothing more and nothing less than a good, old–fashioned, First Edition dungeon crawl updated for the 5th Edition Roleplaying Game. Very difficult, it should strike fear into the hearts of the most stalwart adventurers. It offers an abundance of traps, tricks, and monsters. We hope that you find this module as fun and exciting as those thousands of players who have ventured into (and not as often out of) the endless caverns and mazes of Rappan Athuk—The Dungeon of Graves. Rappan Athuk is a difficult dungeon. Even the upper dungeon levels should not be attempted by a party of less than six mid-level characters.

Cover of CM1 Test of the Warlords
CM1 Test of the Warlords
BECMI
Levels 15–36
32 pages
0

The king requests your presence in the honorable kingdom of Norwold. If you're worthy, you may be appointed lord of a dominion filled with friendly villages, sturdy fortresses, and raging band of monsters. Raging bands of monsters? Well, yes, and you may have to lead your forces into a war or two. But you'll be ready for the challenge. You'll be ready for treacherous spies who conspire to steal you land. You'll be ready for a foul band of giants that raids your dominions. And you'll be ready for the inevitable clash of empires, the outcome of which may alter the fate of millions. You'll be ready! Won't you? Test of the Warlords includes a complete campaign setting, several new NPCs, and dungeon and wilderness encounters, and guidelines for running a war between empires. TSR 9117

Cover of Glacial Rift of the Frost Giant Jarl
Glacial Rift of the Frost Giant Jarl
4th Edition
Levels 14–19
42 pages
0

In order to stop a series of devastating giant raids, the party must venture into the stronghold of the frost giant jarl Grugnur to both recover the giants' plans and eliminate Grugnur, who is the tactical head behind the operations. The adventure is part of the "Against the Giants" series originally by Gary Gygax, hence the writing credit.

Cover of The Brimstone Bunker
The Brimstone Bunker
5th Edition
Levels 3–6
11 pages
0

A group of Azer were captured and brought here long ago to create a powerful weapons that ensured a long dead king’s victory in a bloody war. For some time they obeyed, churning out weapons and crafting monuments in the king’s honor, but as time went on, animosity towards the king grew stronger and stronger. The Azer betrayed the king, using the might of their “perfect” weapons to strike his men down before retreating to their forge and closing it off from the rest of the world. They have been locked a away in solitude for some time now. The entrance to this bunker has been uncovered though, and it is up to a brave group of adventurers to travel down into this place and see what they have been up to for all of these years. This dungeon has rules to modify all encounters for a group of players levels 3 through 6 and is intended for a party of four. If you have more players, feel free to adjust the difficulty up one level for each additional player or simply tune the monsters to your needs. This dungeon contains many original enemies, a unique puzzle, and an environment that is meant to inspire awe to the wonders of crafting. They are in a place of flame and metal, so a dwarf should feel at home while elves may be uncomfortable.

Cover of The Burning Crater
The Burning Crater
5th Edition
Levels 9–10
2 pages
0

The mountains are the border between our kingdom and the realm of the fire giants. Look far eastward. See how the peaks turn black? Their forges must burn night and day to mark the mountains so. Some mornings, sunrise dims from the smoke and soot. Long have we watched the pass and tallied our fortunes at its stillness. Recently, though, there are signs our luck is turning. Fiery orbs sail through the night skies and land too near these woods. Scouts report deep craters shrouded in smoke and ash. One sits a mere hour’s walk from this outpost. I fear the enemy makes ready some terrible weapon . . .

Cover of M2 Vengeance of Alphaks
M2 Vengeance of Alphaks
BECMI
Levels 28–32
32 pages
0

Centuries ago, the despotic Alphaks, ruler of Alphatia, was banished to another world. From his own sphere of entropy he learned to manipulate men, and now seeks revenge against the human race. The volatile region of Norworld, a perennial battleground between Thyatis and Alphaita, draws Alphaks's attention. The already existing frictions, small-time political players, and petty vengeances are the sparks Alphaks will use to ignite a huge war that will destroy man-kind. This is an adventure of politics and diplomacy, of treachery and treason. Only courageous and bold actions can save Norworld from the horrors of war and liberate its people from oppression. The Vengeance of Alphaks may be played as a sequel to module M1, Into the Maelstrom, or separately. The D&D Master Set Rules are necessary for running this game. TSR 9148

Cover of Shadows on the Long Road
Shadows on the Long Road
5th Edition
Levels 3–4
17 pages
0

Travellers are going missing on the Long Road, on the 100 mile stretch between Triboar and Longsaddle. Our heroes investigate and discover a haunted mansion with a dark history and a gruesome secret. Their quest brings them to the very gates of hell itself, where an infernal abomination presents them with their greatest challenge yet... Inspired by a Clark Ashton Smith story.

Cover of Potions 11
Potions 11
5th Edition
Levels 4–5
17 pages
0

This adventure is light and comedic and is indeed a heist adventure! It is designed as a one-off side quest for an established party but can be tweaked to work as an introductory adventure for characters meeting one another for the first time. This is ideal for a well-rounded party in which each player can show off and play a vital role in the mission’s success as they rob an evil potion master blind! Players can obtain potions of Heroism, Invisibility, Flying and Mind Reading. This adventure is perfect for DMs looking to fill a shorter session or injecting some light humor after an intense end-of-the-world campaign.

Cover of CCC-BMG-34 ELM 2-1 Tendrils in the fog
CCC-BMG-34 ELM 2-1 Tendrils in the fog
5th Edition
Levels 5–10
45 pages
0

When a series of grisly murders and raids on farms and fishing boats come to light, accompanied by a strange fog, the people of Elmwood need heroes to investigate and stop the attacks. There is hardly anyone in the Moonsea who’s life hasn’t been touched by one of the tragedies over the past years, and these attacks may have deeper causes than anyone knows. Part of the Elmwood Adventures Series