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46 adventures found
Cover of Into the Belly of the Beast
Into the Belly of the Beast
5th Edition
Levels 5–8
25 pages
0

Take the adventuring party on a journey through a nasty, smelly swamp as they follow an exotic map which (they hope) leads to a grand treasure. Unknown hazards, NPCs, adventure, and creatures stand between them and the X that 'marks the spot' on the map. This adventure includes: •Custom art •8 hand-drawn maps (color and black & white included) •3 new creatures •1 new magic item •Includes a printer-friendly version of the adventure. Into the Belly of the Beast runs smoothly as-is, but an additional 8 encounters are included. These encounters can be used to lengthen the adventure, or they could used separately and added to your own campaign.

Cover of The Purification of Ras Calaq
The Purification of Ras Calaq
5th Edition
Levels 8–9
12 pages
0

In the kingdom of Minoxia, the dragon Oxitorus rules the people with a disease his breath causes. A rebel approaches you and implores you to investigate a lead he has on a cure. The travel through Minoxia's swamp will be difficult, and you can't trust anyone, as the tyrant's spy network has roots everywhere. What will become of you, even if you succeed?

Cover of Dark Sun: Fury of the Wastewalker
Dark Sun: Fury of the Wastewalker
4th Edition
Level 1
82 pages
0

On a trade road to the city-state of Tyr, a caravan is assaulted by a deadly obsidian shardstorm, forcing the survivors to band together and navigate the wastes to safety. But the force of nature that destroyed the caravan is under the malevolent control of the being known as the Wastewalker, who will stop at nothing to see the end of those that escaped his initial wrath. Can the heroes reach the Ringing Mountains before it’s too late?

Cover of Wild Dragon Den
Wild Dragon Den
BECMI
Levels 1–3
16 pages
0

A young black dragon and two hatchling dragons live in an excavated sandstone burrow in the swamp west of Knacker Knob. Connected to the dragon lair is a complex of sandstone tunnels and chambers inhabited by lizard men. Some sandstone tunnels and chambers are partially flooded, and others are filled with nasty things such as slimes, oozes and gelatinous cubes. The lizard men revere the dragons as magical spirit guardians. In small groups the lizard men are easily defeated, but if allowed to prepare a common defense, the lizard men tribe with its spellcasters may present serious threat to the player characters (PCs). Wild Dragon Den is the first dragon's lair to conquer. Part of TSR 1073 The Dragon's Den

Cover of Dark Oak
Dark Oak
Pathfinder
Level 5
39 pages
0

Beneath the fetid roots of a noisome swamp linger the pathetic remnants of a once proud and noble tribe. Laid low by a powerful narcotic administered by their ambitious (but wildly paranoid) mistress, the lizardfolk of the Dark Oak are but a shadow of their former greatness. Now, in the fetid caverns below the slumbering body of a diseased treant she plots to bring bloody slaughter to the folk of the nearby villages before her followers forget their proud heritage and sink into a lethargy from which there is no escape.

Cover of SJS1 Goblin's Return
SJS1 Goblin's Return
AD&D
Levels 7–10
96 pages
0

Hundreds of years ago, the elves and goblinkin fought for control of known space in the Unhuman War. The elves emerged victorious and the goblinkin were driven out to lick their wounds an plot revenge for another day. That day has come. After centuries of plotting and building, a new race of advanced orcs known as the scro have rallied the goblins, hobgoblins, and kobolds. It is only a matter of time before they infiltrate known space to wreak destruction on the inhabited planets. The elves are looking for a few good adventurers to infiltrate a scro base and steal any information valuable to the war effort. Your PCs are offered the chance to become heroes?or die trying. Goblin's Return is a 64-page adventure set in the second Unhuman War. The first of a two-part module series, it can later be linked with Heart of the Enemy or it can be played as a stand-alone adventure. TSR 9347

Cover of U2 Danger at Dunwater
U2 Danger at Dunwater
AD&D
Levels 1–4
30 pages
0

The little fishing town of Saltmarsh is threatened! Why are lizard men gathering force nearby and why have they been buying large quantities of weapons? A party of bold adventurers must answer these questions or the people of salt marsh will never live in peace! Danger at Dunwater is the second part in a series of three modules designed and developed in the United Kingdom for beginning adventures with the AD&D rules. Its plot follows direct from that of the first part (Module U1 - The Sinister Secret of Saltmarsh.) TSR 9064

Cover of Ssscaly Thingsss
Ssscaly Thingsss
AD&D
Levels 3–6
14 pages
0

Not Everything is what it ssseems. Can you stop the raids of the Three Towers Tribe? Second in the Mere of Dead Men series, your Patron, Sir Justin sends you to investigate Mornhaven Towers and the rumors that Lizard Men are plundering travelers on the High Road. Set in the Mere of Dead Men region of the Forgotten Realms. Pgs. 34-47

Cover of X1 The Isle of Dread
X1 The Isle of Dread
BECMI
Levels 3–7
32 pages
0

One of the original D&D classics, "The Isle of Dread" is a hex crawl wilderness adventure. It focuses on surviving primitive beasts, dinosaurs, and pirates while uncovering the mystery of the island's inland city, where a great treasure awaits. From the cover: "This module contains maps and background material for the Isle, fifteen new monsters, and suggestions for further adventures. In addition, The Isle of Dread contains a map and background information for a large continent, and eleven smaller maps for encounters on the island itself. In this module, players will push their way through dark jungles and treacherous swamps to discover the lost plateau, and the final secrets of - the Isle of Dread!" TSR 9043

Cover of Grotto of The Queen
Grotto of The Queen
AD&D
Levels 6–9
16 pages
0

The Lantanese have lost their magical ship, but they aren't willing to fight for it. That's where your heroes come in. She's expecting you. A party of adventures has gone missing, and the inhabitants of a local town have been acting strangely it is up to the party to figure out what is going on and stop whatever force are at work on the towns people Pgs. 8-23 & 47

Cover of The Comet That Time Forgot
The Comet That Time Forgot
OSR
Level 9
20 pages
0

A level 9+ hex-crawl adventure by D. M. Wilson and Sarah Brunt. A portal leads adventurers to a comet of fire and ice hurtling through the void of space. Can they survive prehistoric beasts, warring factions, and the comet’s impending doom, to find priceless treasures and a way home? For Old-School Essentials (OSE) Included as one of four adventures in "Old-School Essentials Adventure Anthology 1"

Cover of The Tomb of Demara
The Tomb of Demara
AD&D
Level 1
11 pages
0

Part of the First Quest Box Set TSR1105, this is an adventure designed to introduce new players and DMs to AD&D. The High Wizard Nethril asks the PCs to enter an old ruin and search it fro his missing apprentice. The ruin is not empty, though! Horrible things have moved in, so the search will be dangerous... First Quest Adventure Book Pgs. 7-17

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 Castle of the Mad Archmage
Castle of the Mad Archmage
OSR
152 pages
0

A vast, sprawling mega-dungeon beneath the ruins of a nearby castle. Reports have surfaced of stockpiles of wealth within the passages. Regions previously devoid of monsters are reported to teem with renewed activity. Magical and mundane traps have brought foolhardy explorers to their doom. Changes within the passages and chambers have rendered old maps and knowledge dangerously unreliable if not outright useless. To the bold and daring, only one message needs to be heard: the castle and its dungeons are once more ripe for exploration, and new legends are ready to be made. Note: This adventure requires three books for it to be complete (sold as a package): Adventure Book, Map Book, and Illustration Book. Published by BRW Games

Cover of G3 Cult of the Green Orb
G3 Cult of the Green Orb
OSR
Levels 4–7
20 pages
0

“Do not try to escape. You are in my control. Look at me. I am the sum of all evils. Look carefully. My power infests all times, all galaxies, all dimensions...many seek me out...But see how I destroy their lives..." (from the film, Heavy Metal, 1981) For half a century, life in the mining outpost of Piktown has been peaceful and prosperous until a strange green glow in the nearby mountain range rekindled a frightening legend from the past. Does this recent luminous phenomenon signal the return of the dreaded Cult of the Green Orb? The Overlord has hired you and your fellow adventurers to stop the troubling green glow! This module is a classic-style dungeon crawl meant for a single night’s play, with plenty going on behind the scenes to keep players (and referees) interested. For use with Swords & Wizardry** or the Original Edition of the First Fantasy Roleplaying Game

Cover of Grimjaws
Grimjaws
AD&D
Levels 5–7
4 pages
0

Stuffed animals. The Vast Swamp is a most unnatural habitat. A crocodile has been attacking a poor druid and its up to the party to help the druid retake his swamp. Pgs. 34-37

Cover of The Temple of Poseidon
The Temple of Poseidon
AD&D
Levels 7–10
16 pages
0

For the past several days, dozens of strong earthquakes have rocked the coastal area surrounding the underground Temple of Poseidon. Since the first quake, there have been a growing number of reports of strange events and macabre occurrences throughout the area. Several families near the temple have abandoned their farms and refused to return. They claim to have been terrorized by inhuman specters who prowled about their farms late at night. One of the farmers says he found a farm animal crucified and eviscerated in a ritualistic fashion on his front porch. Following the first tremors, all communications with the Temple of Poseidon, seemingly the center of the troubled area, were cut off. Messengers dispatched to the temple to request guidance from the Holy Oracle located there have not returned. Now the darkness has spread to this town. Unnatural births have occurred. Strange cries can be heard in the night, and there is a cowl around the moon. Magical divining has proven useless in naming the dark forces that invade. Many of the townspeople have already abandoned their homes and those who remain have but one recourse left: They have sent out a cry for hardened adventurers, experienced in dispatching evil. They must travel to the temple to discover the fate of the men there, and, if possible, elicit their help in destroying the growing heinous power. Pgs. 31-46

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 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 The Forbidden Caverns of Archaia
The Forbidden Caverns of Archaia
OSR
Level 1
295 pages
0

The lost city of Archaia - an ancient ruin sunken into the earth - lies deep in the badlands. In recent years, caravans from Eastdale have come under attack from orcs, goblins, and worse. Some say these blood-thirsty warbands have made lairs in the deep caves and ruins. Sill others say the ancient halls are filled with magnificent treasures left by the Archaians. Are you brave (or foolish) enough to delve The Forbidden Caverns of Archaia? The Forbidden Caverns of Archaia (FCoA) is a 296-page classic megadungeon for use with any old school fantasy role-playing game. The pages of Forbidden Caverns are crammed full with new material, maps, amazing art (including special surprizes by former TSR artists), as well as an amazing colour cover art by Ex-TSR artist Erol Otus that matches Barrowmaze Complete as a sister-book. The Forbidden Caverns of Archaia will keep your players on their toes and your campaign going strong for years. FCoA is brought to you by the Old School Renaissance (so don’t forget your 10’ pole).