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73 adventures found
Cover of The Misfit Maggot Five
The Misfit Maggot Five
5th Edition
Level 2
23 pages
0

Warchief Grog Bloodloaf has sounded the horn of war. Elf scum have stolen orc lands and the tasty halfling herds. For generations the Maggotsmasher Clan has watched and waited from the icy caves of the frozen mountains but that wait is over. Warchief Bloodloaf needs only the totem of leadership, the Dragon Crown of Durge Maggotsmasher, to unite the clans and begin his war. Five misfits have answered the call to brave the Caves of Throllorat and return with the crown. With a little luck, these five maggots will kill a few of the beasts within Throllorat before dying, making it easier for real warriors to complete the quest. The Misfit Maggot Five is a comdedic adventure where five rejects from the Maggotsmasher Clan are called upon to retrieve the famed Dragon Crown of Durge Maggotsmasher from the dreaded caves of Throllorat. Each of the characters are fully developed with their own unique personality that will give any Dungeons and Dragons group hours of laughs! The Misfit Maggot Five is a 5th edition comedy adventure for 2nd level monstrous humanoid characters. Published by The Pickled Dragon Press

Cover of Pathfinder Adventure Path #74: Sword of Valor (Wrath of the Righteous 2 of 6)
Pathfinder Adventure Path #74: Sword of Valor (Wrath of the Righteous 2 of 6)
Pathfinder
Level 6
92 pages
0

The Wrath of the Righteous Adventure Path continues with “Sword of Valor,” by RPG Superstar Neil Spicer. The PCs, now invested with righteous mythic power, are poised to become the greatest heroes of this seemingly endless war against the demons of the Worldwound… provided they can succeed at their first mission. The citadel city of Drezen was once a symbol of the First Crusade’s triumph against the Worldwound, yet when a larger horde of demons attacked, they shattered Drezen’s defenses and captured both the citadel and the crusaders’ symbol of power. Can the PCs help lead an army north to reclaim Drezen and recover this potent relic, or are they marching their comrades and followers to a gruesome demise?

Cover of Knight of the Scarlet Sword
Knight of the Scarlet Sword
AD&D
Levels 4–6
16 pages
0

The best of intentions. Pay your taxes or go to jail - and don't even thing about using magic. Pgs. 8-23

NR1.5 A Giant Has Only One Mission
AD&D
Levels 10–12
8 pages
0

The winter solstice has come to the Oakfield Province of the Free Coast, and with it an inordinate amount of snowfall. Townsfolk in the Daerns speak of a winter witch that has imprisoned the Yarl of the Frost Giants in Strangler's Deep, and until he is free the winter will continue to ravage the land, killing livestock and freezing townsfolk without the means to buy ever dwindling resources of wood. Can a party from Roslof Keep or beyond come together in time to find the truth to these rumors and set the ecological balance to right? This adventure is formatted to both 1E & 5E gaming rules.

Cover of FRQ1 Haunted Halls of Eveningstar
FRQ1 Haunted Halls of Eveningstar
AD&D
Levels 1–5
32 pages
0

Welcome to the picturesque village of Eveningstar, nestled at the foot of the Stonelands where the River Starwater winds down a gorge and snakes into the King's Forest. Here, the Knights of Myth Drannor began their famous adventures. Here, the Ladies of the Brazen Blade, The Company of the Singing Sword, The Steel Shield Band, and many other came, clutching royal charters from King Azoun with the ink scarcely dry on the parchment. Some fell, some went on to greatness-but they all came here first; to the Haunted Halls. Despite numerous infiltrations, the Halls have not yet yielded all their secrets or treasures. Many dangers lurk as deadly as ever in dark chambers herein, awaiting new companies of eager-eyed adventurers. Is it your turn to dare The Haunted Halls? Many come, but few survive to again see Eveningstar's beauty. Welcome, then. Enter in, and find in these pages: A challenging introductory level dungeon. A detailed countryside setting, including important local personages, local color, and guidelines for play. Suggested campaign plots and adventures. New spells. New magical items. New monsters. A splendid campaign can begin here. Adventurers in an ongoing campaign can stop by for a memorable visit. Those looking for an underground stronghold may even find a home in the Haunted Halls of Eveningstar. TSR 9354

Cover of Dragon of Icespire Peak
Dragon of Icespire Peak
5th Edition
Levels 1–6
64 pages
0

An adventure included in the Essentials Kit (2019). The party starts in Phandalin, the starting town for the Starter Set (2014) adventure, Lost Mine of Phandlever. Various jobs are posted by Harbin Wester, townmaster, which the PCs can pursue. These jobs culminate in a raid on Icespire Hold, where Cryovain, a young adult white dragon, has recently claimed as its lair.

Cover of EX2 The Land Beyond the Magic Mirror
EX2 The Land Beyond the Magic Mirror
AD&D
Levels 9–12
32 pages
0

Your adventures have taken you to strange places before, but in the eyes of your experienced party, few of these places are as unusual as the bizarre Land Beyond the Magic Mirror. Here the delightful and the light-hearted often hide great challenges and dangers; here you will journey through a landscape unique among fantasy role-playing scenarios. This adventure was first conceived by E. Gary Gygax as part of the Greyhawk Castle dungeon complex and has been the source of challenge and fun for many skilled players of the Advanced Dungeons & Dragons game. It is finally available to all players and can be added to your existing campaign with ease. "The Land Beyond the Magic Mirror" is designed so that it may be used with its companion scenario, EX1: "Dungeonland." Still, "Land Beyond the Magic Mirror" may easily be played on its own, and should offer hours of excitement in its strange landscape! An adaptation of Lewis Carrol's book 'Alice Through the Looking Glass' into a dungeon crawl, and a sequel to the module EX1 Dungeonland which adapted 'Alice in Wonderland' in the same way. TSR 9073

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 Prisoners of the Drow
Prisoners of the Drow
5th Edition
Levels 9–12
18 pages
0

In Prisoners of the Drow, a band of adventurers storm a drow outpost, confront the drow mage in charge of it, and rescue prisoners held within. The heroes must bypass traps and devious defenses to reach their goal and accomplish their mission. The adventure is designed for a party of five adventurers between levels nine and twelve. It features: Encounters by Level - Varying types and quantities of creatures are suggested based on the party's actual level, allowing each encounter to present the appropriate challenge to the party. Encounter Notes - Suggestions for how to run combats are provided for game masters who place an emphasis on engaging, tactical battles. Inciting Action - Suggestions for ways to present the adventure to players are provided. Ease of Use - The format and style of the document allows the game master to find information quickly while running the game at the table. Detailed Maps - What's an adventure without maps? Not much else to say here. This adventure is designed as the first in a two-part series. The second adventure Into the City of Spiders takes the adventurers into a drow compound far from the surface. https://www.drivethrurpg.com/product/247674/Into-the-City-of-Spiders

Cover of Into Ivy Mansion
Into Ivy Mansion
5th Edition
Levels 3–4
11 pages
0

Our heroes are approached by Tristan Harpell, an entitled young mage and heir to a suite of rooms in Ivy Mansion, the ancestral home of the Harpell wizard dynasty. His inheritance is “infested” with the wacky experiments of his dead great-uncle, Siegfried Harpell, and Tristan needs the party to clean things up. The party will have many wild and bizarre encounters while digging through Siegfried Harpell’s derelict magical concoctions - and along the way they might even discover the astonishing truth behind Siegfried's disappearance! Into Ivy Mansion is a Dungeons and Dragons one-shot adventure for a 3rd-4th level party. It features exploration, role-playing and thrilling combat encounters...

Cover of DDAL08-01 The Map With No Names
DDAL08-01 The Map With No Names
5th Edition
Levels 1–4
14 pages
0

Part One of the Umbral Aristocracy Trilogy. Rumors abound of a map that leads to a treasure of unimaginable value. When chance drops the map into your hands, you have the chance to become wealthy beyond your wildest dreams. But you’re not the only ones with that dream. The chase is on. A Two-Hour Adventure for Tier 1 Characters.

Cover of DDLE4 Death House
DDLE4 Death House
5th Edition
Level 1
5 pages
0

This adventure introduces characters to the land of Barovia. It expands what we know about the lands around Castle Ravenloft and sheds new light on the dark past of the castle’s lord. Players will investigate mysterious happenings in a small haunted house in Barovia.

Cover of Icicles & Brimstone
Icicles & Brimstone
5th Edition
Levels 5–8
15 pages
0

When a priceless relic goes missing from the archives of an ancient monastery, only one party of stalwart adventurers has the determination and strength of character to go forth and recover it from a dangerous underground fortress. That party is yours.

Cover of Winding Paths
Winding Paths
5th Edition
Level 5
7 pages
0

Not every journey follows a simple road, and some groups find themselves needing to take the path entirely untraveled to reach their next destination. There are rumors of a treasure deep within the forest, but no one has made it out alive to recount their tales. Compelled by the prospect of a quick journey and the chance of treasure, the party decides to risk a journey through the forest. Little do they know that their chosen route is ruled by a trio of lilitu, who are eager to play with the new toys walking willingly into their grasp. Wits, wiles, and wind hide in the forest, and the lilitu are eager for amusement. This adventure is intended for 5th level characters but can be scaled up or down. It is setting-neutral, and can fit into any published or homebrew location. This is intended as a puzzle-based adventure but could be used as a combat encounter. Pgs. 129-135

Cover of The Dread of Dynwel
The Dread of Dynwel
5th Edition
Levels 2–8
241 pages
0

The Dread of Dynwel is an adventure set in the Forgotten Realms and optimized for 4-5 players. The characters start as a down on their luck but somewhat experienced crew of adventurers with a wanted poster which pays a much-needed gold reward. Soon, events in the Sunset Vale are revealed as more dangerous than they seem, sweeping the characters along with them. From the heights of the Sunset Mountains, the alleyways of Scornubel, and depths of the Reaching Wood: The Dread of Dynwel covers levels 2 through 8 and features material which can be played as a full campaign or dropped into an ongoing one.

Cover of Captain Brunswick's Manor
Captain Brunswick's Manor
5th Edition
Levels 7–9
27 pages
0

Captain Brunswick’s Manor is a dark, dream-infused adventure where players unravel the mysteries of a haunted noble estate. As they navigate twisted corridors, confront eerie foes like the Dreamborne Wyvern and Auntie Sol, and face mind-bending trials in a nightmare-filled dream realm, the party must find a way to free Captain Brunswick and his daughter from their cursed slumber. With multiple routes through the manor and unique magical rewards, this adventure offers both intense combat and chilling roleplay. Boss Fights: Engage in memorable battles against Captain Brunswick, the Dreamborne Wyvern, and the malevolent Auntie Sol. Puzzle Encounters: Solve challenging trials that mix dream and reality, testing both wit and strength. Legendary Weapon: Unlock Tulva, the Tide Bringer, a powerful magic weapon that evolves with its wielder.

Cover of The Test of the White Stag
The Test of the White Stag
5th Edition
Levels 1–10
17 pages
0

The hunt for the white hind is the stuff of myth – according to legend, those who can keep up with the mystical stag will discover treasures lost to time. In truth, the heroes in these stories are being tested, but not for anything as simple as stamina. During the hunt heroes face hard fights, questions of morality and opportunities to show their skills.

Cover of Madness at Gardmore Abbey
Madness at Gardmore Abbey
4th Edition
Levels 6–8
128 pages
0

This deluxe adventure takes heroes into the ruins of Gardmore Abbey, a monastery that was once the base of a militant order of paladins devoted to Bahamut. According to legend, the paladins brought a dark artifact back from a far crusade and stored it in their abbey for safekeeping, and evil forces gathered to assault the abbey and take it back. What the legends don’t tell is that this artifact was actually the Deck of Many Things, a force of pure Chaos. This adventure brings characters into the extensive dungeons beneath the ruins - dungeons that are warped and twisted with the raw forces of Chaos surrounding the cards of the deck.

Cover of Dragon's Breath Tavern
Dragon's Breath Tavern
5th Edition
Levels 3–5
21 pages
0

It’s been a long few days of travel and the adventurers are tired of eating rations and sleeping on the ground. The road opens to a small town with an inviting tavern. The smells of grilling meat and ale fill their nostrils and the sounds of laughter and music float out the tavern’s door. Unlucky for the adventurers, they’ve stumbled upon Dragon’s Breath Tavern. What starts out as a pleasant evening of food, drink, and entertainment soon evolves into an adventure that takes the party into and under Dragon’s Breath Tavern. The adventure includes roleplay, exploration, combat, and a dice game called Demon Dice. Although written in a non-specific location, this adventure could be run as a one-shot during the WoTC official campaign – Curse of Strahd. The adventure includes an isometric map and a top-down map of Dragon’s Breath Tavern. Available as PDF or for Fantasy Grounds.

Cover of The Trial of Heroes
The Trial of Heroes
5th Edition
Levels 6–9
6 pages
0

Players must prove their worth in this series of trials. Face the minotaur in his own maze, resist the allure of a crafty nymph, put on a show for the crowd as you face down an incubus / succubus duo in the arena, crawl through the muck and sneak past the demons that lie in wait, and finally use all of your creativity to navigate a glass golem through a gauntlet of traps. Another exciting blend of combat and puzzle-solving.