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173 adventures found
Cover of The Alchemists' Guildhall
The Alchemists' Guildhall
5th Edition
Level 6
4 pages
0

"The Alchemists' Guildhall" is a rusalka lair suitable for four or five 6th-level characters. This adventure can be completed in one session.

Cover of DDA1 Arena of Thyatis
DDA1 Arena of Thyatis
BECMI
Levels 2–3
32 pages
0

It's party time in Thyatis... And simply everyone is going to the magnificent Villa Osteropolus, home of the wealthy old senator, Helenites. Raucous fun, exotic food, and even advanced betting on the upcoming Arena games are expected. Even adventurers just in from the outlands may meet the powerful here. So don your festive togas, for in Thyatis City there are important connections to be made and deeds to be done, duels to be fought and fame to be won. (But beware, oh Adventurer! The politics of Thyatis can be as labyrinthine as mazes beneath the Coliseum...) This module is designed especially for the DM who wants to sharpen his interactive skills. Presenting the detailed layout of a Thyatian noble's mansion and maps of the multi-level Coliseum of Thyatis. Four four to six characters, levels 2-3 Brief guide to Thyatis legal system New optional class, the Rake Fast unarmed combat system, including disarming attacks Special appendix on creating Thyatian names Featuring the DM's Guide to Winging It TSR 9284

Cover of The Return of Randal Morn
The Return of Randal Morn
AD&D
Levels 1–4
32 pages
0

In part one of the Randal Morn Trilogy, "The Sword of the Dales," the legendary leader of Daggerdale, Randal Morn, was captured by unknown assailants as he sought to regain the great weapon for which that adventure was named. A stalwart band of enthusiastic heroes was recruited to ride to his aid, yet all they recovered was the Sword itself and a message: "Seek me in Spiderhaunt Wood." In the second part of the trilogy, "The Secret of Spiderhaunt," those same adventurers found Randal and freed him briefly, yet he was almost as quickly torn from their grasp by an agent of the evil Zhentarim, seeking to end the threat of Randal Morn's return to power. In this final episode, the heroes must follow the kidnapper's trail and rescue Randal Morn again before the Zhentarim finish interrogating him and the axe falls upon his neck. Armed with the Sword of the Dales and aided by a powerful spirit that lives within the weapon, the heroes must march into the heart of Zhent-occupied Dagger Falls, free Randal Morn, and save the city from utter destruction. The job is dangerous - perhaps more than the heroes can handle - yet those who would live in songs and legends cannot concern themselves with living to a ripe old age! This is the final part of a trilogy of modules that began with "The Sword of the Dales" and "The Secret of Spiderhaunt." TSR 9488

Cover of The Last Breaths of Ashenport
The Last Breaths of Ashenport
4th Edition
Level 8
36 pages
0

The seaside town of Ashenport has a troubled past and a dark secret. If you spend a night in Ashenport, you just might not wake up the next morning. "The Last Breaths of Ashenport" is an adventure of survival and alien horrors. The adventure is self-contained and can be placed in any setting. Pgs. 70-105

Cover of Crisis in Freeport
Crisis in Freeport
3.5 Edition
Levels 7–9
62 pages
0

This adventure works best after going through the original trilogy (Death, Terror, and Madness in Freeport). After exposing the madness and corruption of the previous Sea Lord, a succession crisis is upon Freeport. There are no heirs to the seat of power, leading the Captains' Council to overturn the Law of Succession. But opening up succession plunges the city into chaos as various factions vy for the title. The PCs will need to survive riots and secret plots to make sure the right man (or woman) ends up with the job.

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 The Murder of Maury Miller
The Murder of Maury Miller
AD&D
Level 1
14 pages
0

Death and taxes. Only two things in life are certain. The PCs must deal with a corrupt tax collector and his band of thugs in order to save a small village. Pgs. 48-61 & 66

Cover of Die Vecna Die
Die Vecna Die
AD&D
Levels 10–13
160 pages
0

The End of the World Is at Hand! A hideous death cult has seized control of an ancient artifact-monument known as Tovag Baragu. The power behind the cult is the Old One himself, Iuz the Evil, demonic master of an empire. He's on an all-or-nothing quest for supremacy over the world—and the heavens beyond. To stop him, heroes must face horrors never dreamed of, journeying to a shadowed city where Death rules and the living cower. Here, Iuz will achieve his mad dream by destroying the imprisoned master of that alien citadel: Vecna, the mightiest lich, an immortal demigod. Two items exist with the power to stop Iuz—the Eye and the Hand of Vecna—but using them carries fantastic risks. Not even the gods know what will be unleashed when these items are fully activated. Die Vecna Die! takes the heroes from the Greyhawk campaign to the demiplane of Ravenloft and then to the Planescape city of Sigil. However, none of the material from those settings is required for play. TSR 11662

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?

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 Getting Your Feet Wet
Getting Your Feet Wet
5th Edition
Level 1
7 pages
0

The Thieves Guild Ebonclad has welcomed its newest team to the fold, assigned to the Keeper Reese Kincaid for instruction. The recruits are green, but capable. Their Keeper has devised a job for them to assess their talents. If his new team is successful, he gets some insight as to how his new Scraps operate, in addition to scratching something off his to-do list. If they die trying, well, then Reese has one fewer thing to worry about. The party must track down the slum thief Dale E’ssio, and reclaim valuables marked for the guild. Should anything unfortunate happen to Dale, there must be no evidence tracing things back to Ebonclad. The mission will require the party to enter Kintalla’s sewers to ultimately confront Dale E’ssio in a ruined slum house. Characters may have to explore the city while trying to get a lead on him.

Cover of Longwinter
Longwinter
OSR
Low Level
114 pages
0

From Exalted Funeral: The snows are alive. A soft, cold spirit courses through them. Her lace threads the world; watching, drinking, listening, stroking, soothing, killing. Her touch is soft and icy. She is Winterwhite, the daughter of the Waterdrinker and the Northwind, and she is a terrible god. An avatar of ice and hunger, of visions and death. Dooms and devastations to visit upon a cosy roleplaying setting. Longwinter is the RPG sandbox of a realm that has broken its vows to Winterwhite and will now pay the cold price. This book contains secret knowledge and mechanics for the referee. The setting is profoundly close to that of Witchburner (by the same author and artist). This sandbox includes: ~110 pages of content. some colour illustrations. 3 variations of the Brezim map to represent changes as Winterwhite's curse bites harder. faction trackers for the 5 key factions and over 40 events to represent different groups growing or waning in strength depending on player actions. detailed weather and event tables to simulate a living setting. detailed encounter tables for night and day, which grow harsher as Winterwhite's curse grows stronger. several more tables to generate corpses, caches, vaults, and memories of summer. optional playing card-based escape mechanic with 54 different locations, challenges and characters encountered in each location. alternatively, the escape section serves as a resource to mine for winter locations, challenges, and characters. Be aware: This is a book of factions and winter encounters for the full-fledged mini-setting detailed in the Longwinter: Visitor's Book. The content is mostly system-neutral. It references some 5E or d20-style conventions, but should work with most low-power systems easily. Many of the encounters, and particularly the escape, will not work with characters resistant to cold, capable of flight, or otherwise able to avoid the environmental challenges. Finally, thank you for considering running Longwinter for your players. It is a bit of a tribute to the mountains and myths I've walked and heard over many years, and I hope you will find fuel for many adventures and good memories herein. It has also been a challenging project to prepare. Many people helped make it as good as it is. The fault for all errors and typos is my own. —Luka, December 2020

Cover of Pit of the Fire Lord
Pit of the Fire Lord
3.5 Edition
Level 8
12 pages
0

A madman hidden deep below Sharn plans to tear open a portal to the Sea of Fire. Can a band of heroes reach him in time to save the city from conflagration? The city of Sharn bakes in the grip of an intense heat wave. For most citizens, the temperature is nothing more than an annoyance. The scholars of the city know the heat is a sign of something more -- Fernia, the plane of fire, has drawn near. For one insane sorcerer, the heat is a sign that his revenge is at hand as he prepares to drown the city in a lake of fire. "Pit of the Fire Lord" is part three of the three-part Shards of Eberron Campaign Arc. Pgs. 48-59

Cover of X12 Skarda's Mirror
X12 Skarda's Mirror
BECMI
Levels 5–8
48 pages
0

An interesting and atypical adventure in its writing style. For one the module contains insightful "When things go Wrong" sections and DM guidance for sticking close enough to the rails for the story and fun's sake. Lots of DM hints about how to handle PCs' choices. Overall the story is fine too - a traditional hook, a mystery, some twists. There's a tower, a surprise pocket-dimension context, and a dungeon. It's mirror of life trapping, isn't it? Well, yes and no. People go in, and they don't come out. Nor can you talk with anyone inside. Somehow, that's not quite the way you remember those mirrors work. This Skarda fellow showed up a few years ago with a band of raiders, and no one in the land has been safe since then. Whole villages have disappeared into this Skarda's mirror. Your band is approached by relatives of one of the victims?and adventurer like yourselves. You have to get into that mirror of whatever-it-is, find this man, and get him out in one piece. The reward is more that adequate. Only problem is, no one out here can tell you what to expect once you get in? or even how to get there. TSR 9188

Cover of The Belly of Gargantuel
The Belly of Gargantuel
OSR
Levels 1–2
14 pages
0

The carcass of a gigantic sea monster is now a small dungeon... Gargantuel was a gigantic sea monster (a whale? a prehistoric serpent? the Kraken? Leviathan itself?). She used to roam the high seas, destroying ships and devouring everything. Some of the people she swallowed survived in her belly. One of them, the sailor Torsti Seppänen, actually managed to turn the place into a comfortable habitat. One day, Gargantuel passed away. Her body now lies out in the open, luring the carrion-eater, the curious, the foolish. Strange creatures and artifacts await in the mounds of decaying flesh, and the insane Torsti Seppänen will do everything to defend his “home” from intruders. Statted for Lamentations of the Flame Princess, usable with any OSR type game. Hosted by eldritchfields.blogspot.com

Cover of Precious Cargo
Precious Cargo
5th Edition
Level 2
6 pages
0

A ship captain, Alyse Carl, double crossed the Thieves Guild Ebonclad in the past. Alyse and her ship, the Spearhead, has recently returned to port in Kintalla. Seeing an opportunity, the guild sends out a crew of its newer members to settle the debt. The mission has three major objectives: to discredit the reputation of the trader captain Alyse Carl, to turn the goodwill of her crew against her, and to relieve her of ownership of her longship, the Spearhead. The party can use whatever resources it desires to complete the mission, but is under orders not to kill Alyse Carl.

Cover of Thirteen Cages
Thirteen Cages
3.5 Edition
Levels 16–18
18 pages
0

This adventure is the ninth part of the Shackled City Adventure Path that began with "Life's Bazaar" (Dungeon #97) Wherein a group of diverse and talented allies learns the folly of not working together against a common foe.

Cover of An Icy Heart
An Icy Heart
3rd Edition
High Level
7 pages
0

The peaks of a nearby mountain range have been home to Krikk, an old white dragon, for as long as anyone can remember. Aside from claiming ownership of a few villages and settlements near her range, she hasn’t posed much of a threat or even taken much notice of political events around her. Last week, a king’s prophet had a vision of golems made of ice that wouldn’t melt smashing through the royal castle walls, and of crops frozen under sheets of ice formed by the white dragon’s breath. Alarmed, the king has sent word that he desires someone brave enough to go to the dragon and find out whether she’s about to attack. If she is, the party must stop her before it’s too late. But, another prophet warns that the white dragon has an entirely different plot afoot, and that an icy grave awaits anyone who goes up the mountain. The player characters (PCs) have to figure out what’s going on—then decide on their own what they should do about it, while the fate of a king and his castle hangs in the balance.

Cover of FRC1 Ruins of Adventure
FRC1 Ruins of Adventure
AD&D
Any Level
96 pages
0

A great evil force descended on the town of Phlan years ago. The townspeople were all either killed or driven away, and Phlan became (literally) a ghost town. Fifty years later, the survivors are ready to reclaim their town. But they need a band of strong and brave adventurers to lead the fight-they need you. Ruins of Adventure is a set of connected short adventures written by James Ward, David "Zeb" Cook, Steve Winter and Mike Breault-four names familiar to all AD&D game fans. It uses the same setting, locations and characters as the classic computer game Pool of Radiance by Strategic Simulations, Inc. In fact, many of the scenarios here in Ruins of Adventure will provide important clues to the successful completion of Pool of Radiance. TSR 9238

Cover of Ill Made Graves
Ill Made Graves
3.5 Edition
Levels 6–12
16 pages
0

The mighty dragon Oroshar lies dead, as does the barbarian king who slew him. Yet the dragon's spirit does not rest quietly. His wrath lingers in one of the teeth lodged in the dead king's corpse, awaiting only the caress of the funeral pyre to awaken into something far worse than a dragon of flesh and bone. A D&D adventure for 7th-level characters.