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173 adventures found
Cover of Gravefillers
Gravefillers
5th Edition
Level 3
9 pages
0

The Thieves Guild Ebonclad has assigned to party a mission to find the missing Ebonclad Seeker, Osme Sunshadow, as well as investigate the prospective thief Korina Ren. The mission’s conclusion takes the party on a “traditional” dungeon dive in search of a missing guild member, however, how they get there will depend on the work they do in the city. Finally, the mission gives you, the GM, multiple scenarios to choose from that will affect its outcome.

Cover of A Simple Job - Adventure 1: What Lies Beyond Reason Adventure Path
A Simple Job - Adventure 1: What Lies Beyond Reason Adventure Path
5th Edition
Levels 2–3
59 pages
0

It was supposed to be a simple job... A strange merchant offers you a simple job – pick up and deliver cargo. You have three days to get it a mere fourteen miles through the city. How hard could it be? A Simple Job is a journey through the city of Anduria, a cascading series of events that takes the heroes to explore strange locales and bargain with even stranger creatures. What secrets does the city hold, buried away for countless centuries?

Cover of The Siege of Grimm Iron Peaks
The Siege of Grimm Iron Peaks
5th Edition
Level 5
31 pages
0

This adventure has been designed as a one shot adventure for 4-8 players, pregen 5th level characters included, in 4-6 hours. It tells a classic story of the "good" races oppressing the "dark" races, with their warlike expansionist ways.

Cover of City of Sands
City of Sands
5th Edition
Level 7
120 pages
0

The City of Sands adventure module starts where the Domes of Ishaq-Zahur leaves off, sending a party of heroes from the peril of the desert tombs to the streets of the sandy metropolis, Archensheen. There the players will find themselves caught in the middle of a fierce struggle for political power and ancient artifacts as factions from all across the city vie for control of relics from the Nartheneen's glory days. Choosing a side may make more enemies than it does friends, but can the heroes survive if they choose to stand alone? Part 2 of 6 in the Fate of the Forebears series.

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 Heathen
Heathen
4th Edition
Level 5
31 pages
0

The search for a missing paladin takes the PCs deep into the heart of a frontier torn apart by cult wars—and face to face with an ancient evil. The paladin Jaryd set out to find and destroy the Hand of Naarash. He was never heard from again. Now the PCs must retrace Jaryn’s steps across the harsh wilderness and determine what has become of the noble warrior. Pgs. 29-59

Cover of The Sword of the Dales
The Sword of the Dales
AD&D
Levels 1–4
32 pages
0

The Sword of the Dales, an icon of the Dalelands symbolizing the unity and strength of the people, has reappeared! Created by Shraevyn the weapons-mage hundreds of years ago, the lost Sword had become nothing more than a fantastic children's tale - until now. A group of warriors led by Randal Morn, rightful ruler of Daggerdale, rushed to the Sword's resting place to recover it, but dark forces awaited them, and Randal and his men fell to an ambush. Only one man escaped, yet he brought with him the hope that Randal Morn yet lives. Resolved to rescue his leader, that lone survivor turned to the great Elminster of Shadowdale for aid. But Elminster is gone, off plane-hopping while the fate of Daggerbale hangs in the balance. Hence, it is up to Lhaeo, scribe to the old mage, to find a group of heroes who have mettle enough to face down the menace which claimed Randal Morn and his hearty followers... This is the first of three adventures that grant player characters the opportunity to determine the fate of Daggerdale. The saga continues with "The Secret of Spiderhaunt" and concludes with "The Return of Randal Morn." TSR 9484

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 A Squeaky Wheel to Kick
A Squeaky Wheel to Kick
5th Edition
Level 2
8 pages
0

The Thieves Guild Ebonclad has taken on a new contract to locate a missing item. The mission’s primary objective is to recover a missing branding iron for the wainwright, Veshka Vern, who suspects it was stolen by her rival, Ramses Hill. This mission will likely force the players to do some breaking and entering, specialties of the guild. The mission also presents the players with competing sets of objectives, and lets them decide which course of action is most beneficial to the guild. It’ll be up to the party to determine which objectives to complete to finish the mission.

Cover of Fallen Dawn
Fallen Dawn
Pathfinder
Level 5
41 pages
0

The Lotus Blossom Steppes have long been a land of disjointed tribes, squabbling with one another for central rulership. In the past, great rulers laid claim to the Steppes, bringing the tribes under a single banner for a great purpose—be it under the terrible dictatorship of a half-rakshasa khan or an enlightened visionary khan that leads the tribes beyond the borders of the Steppes. Yet there is great power tucked away behind the tribes’ individual banners. All it takes is an individual with enough ambition and enough power to change the destiny of the Lotus Blossom Steppes... and one ambitious man is on the hunt for the fragmented powers of the NewGod war. Can the PCs put an end to a rising warlord's ambitions, or will the Lotus Blossom Steppes fall again into tribal conflict?

Cover of The Lost Mines of Karak
The Lost Mines of Karak
4th Edition
Level 6
38 pages
0

“The Lost Mines of Karak” is the sequel to “The Shadow Rift of Umbraforge” and the fourth part of the Scales of War adventure path. After the player characters' success in "Siege of Bordrin's Watch" and "The Shadow Rift of Umbraforge", they have garnered something of a reputation in the city of Overlook. They are introduced to a wealthy patron that believes there is a connection between a shadar-kai arms dealer (from the previous two adventures) and a long lost dwarven mine. The patron wishes the PCs to find and secure the mine in order to use its wealth and resources to defend the city. The party then must travel through a wasteland and desert to find this mine. Once they have, they must fight through the hordes of monstrous creatures that inhabit it and defeat the Queen of the Drylands - a powerful naga. Pgs. 56-93

Cover of The Scepter Tower of Spellgard
The Scepter Tower of Spellgard
4th Edition
Levels 2–4
96 pages
0

Protect the Future! At the height of Netheril's power, the fortress of Spellgard held many great secrets of the Empire of Magic. Now, only ruins remain... and one last guardian, the near-mythical Lady Saharel, whose prophetic visions draw the desperate and the doomed from across Faerun. But a dark presence in one of Spellgard's intact towers wants to control the power of prophecy for itself and remake the future in its own image.

Cover of Trouble in Waterdeep
Trouble in Waterdeep
5th Edition
Levels 1–3
21 pages
0

The plague-stricken Copper District of Waterdeep's Southern Ward needs your help. What is causing the plague? Can it be stopped? Are you the right person for the job? Published by Arcana Games.

Cover of Ignorance is Bliss - Adventure 2: What Lies Beyond Reason Adventure Path (Pathfinder)
Ignorance is Bliss - Adventure 2: What Lies Beyond Reason Adventure Path (Pathfinder)
Pathfinder
Levels 4–5
57 pages
0

Sometimes its better not to know... Citizens are turning up in the city in catatonic states, alive but devoid of personality. Are they the victims of an illness or disease, or is there something more sinister at work? Encountering one of these poor souls, the characters are drawn into an investigation of politics and treachery, seedy underworld dealings and rooftop chases, culminating in a fiery conclusion. Can they discover the cause of this epidemic before it’s too late?

Cover of The House under the Moondial
The House under the Moondial
OSR
Levels 3–4
100 pages
0

There is a witch in the wilds, a goddess unremembered, and a madman. There is a circle of stone - who knows what lies beneath? The villagers are distraught: their children! replaced by fae! The villagers are distraught: who heeded their plea? Ravenous inquisitors, that's who. Oh, and adventurers... This investigative folkcrawl adventure module contains: * an isolated village full of secrets, riddled with strange traditions, * adventure sites and dungeons populated by peculiar denizens, * a small Fae Realm to explore, weird and perilous, * a terrible fae threat and too many curses, * unlikely friends, and foes nobody expects! An OSR adventure module for character levels 3-4, designed for use with the Old-School Essentials ruleset, compatible with most old-school pen-and-paper RPGs. Includes a fully-linked interactive PDF, a fillable Referee's Toolkit, and player-friendly VTT maps.

Cover of The Tariff of Relkingham
The Tariff of Relkingham
4th Edition
Level 3
21 pages
0

The goddess Erathis has never seemed the sort to demand the sacrifice of mortals in exchange for safe trade routes, but that’s exactly what her high priest has demanded. When a local ruler asks the characters to investigate the high priest, a chain of events is set in motion that could shake the city of Wyllea, and the church of Erathis, to its core. This adventure makes extensive use of roleplaying encounters and skill challenges, with fewer tactical combat encounters. There is a substantial focus on politics and intrigue. The Tariff of Relkingham is written for 3rd level PCs, but contains advice for lowering or raising the starting level from 2-4. It also contains a system for calculating an advantage or disadvantage in the final fight based on the players' actions during the adventure. Pgs. 83-103

Cover of U01: Dark Days in Stoneholme (Fantasy Grounds)
U01: Dark Days in Stoneholme (Fantasy Grounds)
5th Edition
Levels 1–2
28 pages
0

Waves of supernatural darkness sweep over the subterranean city of Stoneholme, quenching lights and bringing with it foul creatures of shadow. After heroically defending a group of dwarven children being ravaged by a group of these shadow beings, the PCs are approached by Shtawn Deppenkhut -one of the king's own advisers- and are offered the task of finding the source of the darkness that threatens the city. The PCs investigation takes them through the Underworld to hidden caverns, where demon worshiping priests offer living sacrifices in an attempt to plunge Stoneholme into everlasting darkness, a first step in destroying the hated city once and for all, but as it turns out the priests aren't the only ones behind this unfolding plan to destroy Stoneholme. Dark Days in Stoneholme is ideally suited for a group of dwarven adventurers. It is recommended that you have access to the Stoneholme section of the Rise of the Drow revised & expanded edition (2014) but it is not necessary to run the adventure. Also available for Pathfinder. Published by AAW Games.

The Siege of Castle Rend
5th Edition
Level 5
50 pages
0

The Siege of Castle Rend is an adventure for the fifth edition of the world’s first roleplaying game, suitable for five 5th-level characters. It takes place over four parts, and each part can be completed in one or two sessions of play, depending on your group’s playstyle and how long you like to play in a single sitting. If all goes according to plan over the course of this adventure, the player characters will expose an usurping lord, fight orcs, acquire a stronghold, defend it from an invading army, win the admiration of a town filled with potential vassals, and make political connections within the Barony of Bedegar. Of course, no adventure goes according to plan. The PCs will invariably throw these well-laid schemes into chaos, and they’ll have to improvise. But if we know how things would have gone if the PCs never showed up (or are cowards), it makes it easier for us GMs to improvise when things go off the rails. Published by MCDM

Cover of Sundering the Crystal Staff
Sundering the Crystal Staff
5th Edition
Levels 1–7
12 pages
0

Undead minions turn on their master - When the necromancer's staff is broken, a party of undead become self aware. Play as undead and choose to side with your former master, or the paladin order assaulting his tower. Published by Limitless Adventures.

Cover of The Passenger
The Passenger
5th Edition
Levels 10–12
18 pages
0

Mr. P has a job for you. You must investigate three robberies that took place in Waterdeep in the past few days, and connect them to whoever is responsible. All clues lead you to a certain mansion, but it is certain that the raid will not be easy, as they are always watching, always one step ahead... Who's watching you ask? What do you mean? No one is watching.