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173 adventures found
Cover of H3 Pyramid of Shadows
H3 Pyramid of Shadows
4th Edition
Levels 7–10
96 pages
0

In ages past, the wizard Karavakos made a deal with devils, which resulted in him being trapped in an extradimensional pyramid, unable to escape. His only hope for escape is to lure adventurers into the Pyramid, in hopes that they will destroy his splinters and return his power to him. But his wife Vyrellis, whom he slew in a rage when the Pyramid formed, still lingers in spirit and wants nothing more than to see him laid low... Although set to allow PCs to just fight through each encounter, tips are included for PCs negotiating with the factions trapped in the pyramid.

Cover of Mysterious Ways
Mysterious Ways
3rd Edition
Level 7
29 pages
0

"Mysterious Ways" is a D&D adventure set in the Holy Land (Israel and Jordan) during the time of the Crusades (1114 A.D.) in an alternate-Earth setting. This is a world where the portals to otherworldly realms, particularly the Lower Planes, are closed--sealed shut by the power of the True Cross, a holy relic sought by evil thieves who would see the gates to the Lower Planes flung open. Magic exists in this alternate world, but it is less prevalent than in other D&D campaign settings. This paucity of magic serves the core of the adventure's storyline and should be preserved, if possible. This adventure is designed for a party of four 7th-level player characters (PCs). It is recommended that the party include at least one lawful cleric or paladin. Consult the "Adapting the Adventure" sidebar for ways to incorporate the adventure into generic D&D campaigns and modify it for higher or lower levels of play. Pgs. 84-112

Cover of Wedding Bells
Wedding Bells
5th Edition
Level 3
10 pages
0

A political wedding is threatening a major source of income for the Thieves Guild Ebonclad. Ebonclad would like to see the affair disrupted and the couple never wed. Such a job may be risky, and its outcome could very well start a war if done poorly or without subtlety. That’s why a team of promising agents has been assigned to handle it. The mission’s goal is to disrupt the upcoming wedding of Camilla Swain and Le’Nal Beshiin, to ensure Ebonclad keeps a revenue stream open that their marriage would surely close. The caveat is, neither the bride nor the groom are to be harmed. This will mean the party will have to come up with a method to disrupt the wedding as it’s happening, while avoiding suspicion. As a bonus, the party members can rob wealthy guests or steal wedding presents. The mission is open-ended, giving the players full reign to decide how they will work towards a successful outcome. It lets you work to guide player decisions based on the information presented here, or improvise results based on the players’ actions.

Cover of Depths of Madness
Depths of Madness
4th Edition
Level 11
40 pages
0

A pall hangs over the frontier town of Wellspring, casting this once-vibrant place into corruption and death. Strange people stalk the streets and unexplained murders occur each night. Nagging fears that more horrors will spill forth from the Kadagast Mountains instill a pervasive paranoia within the townsfolk. Suspicious people watch their neighbors, and temple attendance has never been higher. Folk keep to themselves, hiding in their homes. They avoid darkened streets, lock their doors when night falls, and shutter their windows to close out the screams and shouts echoing in the dark. If the grim threats pressing the town are not stopped, the fl ame of Wellspring might very well flicker out.

Cover of Ignorance is Bliss - Adventure 2: What Lies Beyond Reason Adventure Path
Ignorance is Bliss - Adventure 2: What Lies Beyond Reason Adventure Path
5th Edition
Levels 4–5
59 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 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 Pathfinder Society Scenario #6–02: The Silver Mount Collection
Pathfinder Society Scenario #6–02: The Silver Mount Collection
Pathfinder
Levels 3–7
22 pages
0

The esteemed Blakros family—famous for their museum in Absalom—receives a large shipment of artifacts from Numeria but fears that the ever-vigilant Technic League will attack to reclaim its "stolen" property. When they request the help of Pathfinders to help guard the collection, the PCs discover that the Technic League is the least of their worries. Content in “The Silver Mount Collection” contains faction missions for the Dark Archive.

Cover of In the Depths of Avarice
In the Depths of Avarice
4th Edition
Level 13
25 pages
0

The mine has been known as Tessount’s Folly for years, due to it producing nothing of value. Now Valmour, the youngest son of the mine’s late owner, has inherited the mine...and found something he should have left buried. Pgs. 56-81

Cover of DDEX01-11 Dark Pyramid of Sorcerer's Isle
DDEX01-11 Dark Pyramid of Sorcerer's Isle
5th Edition
Levels 5–10
49 pages
0

Long unoccupied, the pyramid on Sorcerer’s Isle now flows with strange magical energy, warping creatures and the landscape around it. The Cult of the Dragon and Red Wizards of Thay have taken notice, and it’s up to you to keep whatever power dwells there out of their hands. An adventure for 5th-10th level characters.

Into the Awaroth Woods.
OSR
Low Level
1 pages
0

Lured by a scroll where the long dead sorcerer Urgaan boasts about treasures hidden in his tower, the PCs arrive at the outpost near the Awaroth Woods. A 1 page adventure for OSR style games.

The Lost Tomb of Queen Rhawen
OSR
Levels 2–4
8 pages
0

The Ocaulin Cult has stumbled upon the tomb, seeking to awaken an abomination known as the Spawn of Ocaulin. They have kidnapped a merchant’s daughter, Mornea, to serve as the final sacrifice for the creature. Meanwhile, undead have escaped the tomb, plaguing nearby settlements. The PCs must navigate the dangers of the tomb, confront the cult, and prevent the Spawn of Ocaulin from being unleashed upon the world. Multi-level tomb filled with traps, and undead guardians. Dynamic events and rumors in the City of Omere

Cover of Pathfinder Adventure Path #85: Fires of Creation (Iron Gods 1 of 6)
Pathfinder Adventure Path #85: Fires of Creation (Iron Gods 1 of 6)
Pathfinder
Level 1
96 pages
0

The Iron Gods Adventure Path begins with "Fires of Creation," an exciting new adventure set in Numeria, land of barbarians and super-science! In the town of Torch, the settlement's unignorable tower of violet flame has gone out. The only clue to its disappearance is a newly discovered cave dug nearby. Are the heroes bold enough to unearth the otherworldly secrets that sleep beneath the city and reignite the fires of Torch? Or will their first foray into Numeria's ancient mysteries be their last?

Cover of Apotheosis
Apotheosis
Draw Steel
Level 1
35 pages
0

Get ready to Draw Steel like a Viking! Apotheosis is a norse-inspired adventure designed for a group of three to six 1st-level heroes, set in the fictional world of Orm, where the players help to create the pantheon! Plot Hook: There has been tension for generations between two neighbouring regions in the country of Kvysia: Kjalwick on the north-west coast, and Oruma on the north coast. It is common for the two regions to raid back and forth until another uneasy truce is called. This time, though, the Orumians have gone too far... What's included: - A 1st-level adventure lasting two, maybe three, 4 hour sessions. Heroes can expect to earn between 6-8 Victories. - A forked adventure! Depending on if the heroes win or lose their first encounter, the adventure goes one of two ways. Two groups may experience completely different endings! - Custom Rival statblocks, for before they become the heroes' real Rivals. Descriptions of each provided to help bring them to life through roleplay! - Eight encounters, including a seafaring montage and a potential negotiation (if the heroes are charismatic enough!). Adjustments for between 3-6 heroes are included. - Encounter sheets, custom maps and statblocks for each of the encounters! Designed in a way to make best use of Draw Steel's mechanics in interesting and fun ways, for both the Director and the players. - Custom Retainers and modified titles to suit the adventure. - Printable, lightweight documents designed for online or pen & pencil play.

Cover of Cursed Scroll 1: The Hideous Halls of Mugdulblub
Cursed Scroll 1: The Hideous Halls of Mugdulblub
OSR
Level 1
18 pages
0

A 1st-level dungeon crawl heavy on exploration, factions, and sorcerous wonder for Shadowdark RPG! Go below the dripping ruins of Bittermold Keep to hunt for legendary treasures and face off against three competing factions that want to claim the Hideous Halls: the degenerate Bittermold family, the wild halfling Howlers, and the disgruntled mutant catfish. The characters might even encounter the abominable god-ooze, Mugdulblub! Winner of "The Best" rating from tenfootpole.org! View the adventure walkthrough video here: https://www.youtube.com/watch?v=mVJ-t7qMjPo This adventure is part of Cursed Scroll Zine 1: Diablerie! Inside the zine, you'll find cursed knights channeling demonic power, mist-addled forests where witches and warlocks stalk the trees, and crumbling castles housing ancient, eldritch creatures. Shadowdark RPG is what classic, old-school fantasy gaming would look like after being redesigned with 50 years of innovation. It's the world's greatest roleplaying game in a whole new light! Learn more and download the free rules here: https://www.thearcanelibrary.com/pages/shadowdark

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 A Little Bit of Thievery
A Little Bit of Thievery
5th Edition
Level 1
7 pages
0

A Little Bit of Thievery is an unconventional freeform adventure for level 1 characters. The players are contracted to steal a magic item at a noble's fancy party, and are forced to abandon their weapons and rely on their wits to survive. Mayhem required and violence (mostly) optional. Success might bring the ire of an elite with a panache for vengeance and money to burn. Beats killing giant rats in the safety of a basement for a few silver pieces, right? Although it is specifically written for the 5th edition’s basic rules, the adventure can be dropped into any rules system or campaign with minimal modification. (Pay What You Want)

Cover of Difficult Circumstances: A Prologue Adventure for What Lies Beyond Reason (Pathfinder)
Difficult Circumstances: A Prologue Adventure for What Lies Beyond Reason (Pathfinder)
Pathfinder
Level 1
65 pages
0

Sometimes you can just be in the wrong place at the wrong time... Sheltering from a savage storm, a group of fledgling adventurers find themselves trapped by circumstances and powerful forces from a bygone age. Escaping from dark and dismal caverns, the heroes must brave a nightmarish trek through haunted and hostile terrain, pursued by an mysterious assailant to the very walls of Anduria – home of the greatest civilisation in the world. On the edge between madness and salvation, they must broker a deal with shadowy cults and political powers to determine not only their own fate, but potentially that of the Eternal City itself.

Cover of DDEX01-14 Escape from Phlan
DDEX01-14 Escape from Phlan
5th Edition
Levels 5–10
27 pages
0

Three important citizens of Phlan, who stand against the tyrannical dragon that rules, seek to escape and find refuge across the Moonsea. Can you extricate those that are vital to the factions before it’s too late?

Cover of Flood Season
Flood Season
3.5 Edition
Levels 4–6
28 pages
0

Wherein a solid plan to ransom captured wands turns sour for three friends and their employees, and a local luminary loses his tongue.

Cover of Tortles of the Purple Sage - Part 1
Tortles of the Purple Sage - Part 1
BECMI
Levels 4–10
23 pages
0

Part 1 of an Expert-level quest into a hostile wilderness. This adventure takes place in the Known World of the D&D game, as outlined throughout the D&D game rule books and modules. The DM may find it useful to consult the Companion and Masters Sets, as well as most of the X-series of Expert Set modules. D&D Expert Set module X9, The Savage Coast, would be especially helpful, as Tortles of the Purple Sage could easily serve and continue that module's direction and plot like, adding a previously undescribed area (the Great Northway) to the Known World. The DM may also place the areas and events of this adventure within an existing campaign setting, as long as the geographical areas of the campaign match those set forth here. Pgs. 40-62