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69 adventures found
Cover of The Race to Doomspace
The Race to Doomspace
5th Edition
Levels 15–16
25 pages
0

Wildspace is rife with tension as various factions seek to gain the upperhand against their rivals. When a highly advanced spelljamming ship is uncovered within the Doomspace system, the player characters are asked to claim it before other groups can take it for themselves. However, the party may soon come to realize that their greatest adversary might be the ship itself. What's included: 1 high-octane adventure divided into single-page sections for easy running 4 fully-colored reference maps with unlabeled battlemap versions for players (made with assets from 2-minute Tabletop) 4+ ending variations based on the player characters' decisions Content Warnings: Death, entrapment, mental manipulation, violence may soon come to realize that their greatest adversary might be the ship itself.

Cover of Little Shrine of Horrors
Little Shrine of Horrors
5th Edition
Levels 4–5
24 pages
0

Yonder lies the Shrine of Lucien Harpell, greatest mage of this or any other age. In the arts of golemancy, artificery and necromancy, his equal has never been known, nor will be again. Cursed are those who enter this tomb. Cursed are those who look upon this statue. Cursed are those who seek his riches. Know that your demise is certain – your lives will be short, and your deaths slow. Read this, fools, and despair! The Shrine of Lucien Harpell is the stuff of legends - full of hideous traps and strange monsters, but guarding fabulous treasures. It was lost for generations beneath the grim and lonely Starmetal Hills, but has now been found again. Will any dare enter? Little Shrine of Horrors contains over 20 encounters and is full of puzzles, tricks, traps, roleplaying and combat. Do your players have what it takes to outwit Lucien Harpell?

Cover of Heart of Nightfang Spire
Heart of Nightfang Spire
3rd Edition
Level 10
32 pages
0

In Heart of Nightfang Spire, the player characters are drawn to investigate Nightfang Spire, a lonely stone tower in a barren land. The vampire lord Gulthias, servant of the great dragon Ashardalon, has returned to the tower which was once the main cult temple of Ashardalon. The vampire prepares for the dragon's return by awakening the other cultists who had preserved themselves as undead creatures. Gulthias is a vampire and a level 13 wizard.

Cover of The Ziggurat Beyond Time
The Ziggurat Beyond Time
4th Edition
Level 21
33 pages
0

Rising from the surface of a massive lake, an ancient ziggurat travels through time for purposes unknown. It’s up to the characters to enter this strange relic and discover what dark threat the structure poses. The Ziggurat Beyond Time contains advice for customizing the adventure for your own campaign. It also contains an artifact, the Deluvian Hourglass, that has time-related properties and wishes to witness the end of the world. Pgs. 23-55

Cover of RA3 Touch of Death
RA3 Touch of Death
AD&D
Levels 3–5
32 pages
0

You find yourself in the burning wastelands of Har'Akir - where nothing is as it seems. The desert is a powerful foe, but in Har'Akir an ancient evil is awakening and the desert will be the least of your worries. As withered hands cast off ancient shrouds, little can save you from their touch of death. TSR 9338

Cover of Irtep’s Dish
Irtep’s Dish
5th Edition
Levels 6–8
18 pages
0

Irtep’s Dish is an adventure for characters from 6th to 8th level. This adventure requires the skills of a rogue or some other expert at traps, a cleric or character that can heal allies and offer beneficial bonuses to the team, a wizard or other master of the arcane arts, and a fighter to take care of “the heavy lifting.”

Cover of DDAL08-08 Crypt of the Dark Kiss
DDAL08-08 Crypt of the Dark Kiss
5th Edition
Levels 5–10
16 pages
0

Are there actually vampires in Undermountain? The Baron of Blood demands that you find out! Part Two of the Vampire Hunt trilogy.

Cover of UK6 All That Glitters...
UK6 All That Glitters...
AD&D
Levels 5–7
32 pages
0

Jungle, tomb rading style adventure that sets the group to a new locale, with it's own eco systems and cultures. Exploration adventure, with glint of gold as a catalyst. The adventurers accidently find a map, which leads them to this unknown land. "Can you unravel the map's mysteries and find your way to the promised treasure? Or will your dreams end only in death and an unmarked grave far from home! Only the bravest characters of levels 3-5 will live to discover that all that glitters is not gold, but much, much more!" TSR 9126

Cover of Grimalkin
Grimalkin
5th Edition
Levels 3–5
32 pages
0

Lo! The corpse of poor, departed Scholar Zubayr, washed up on the shores of the River of Sand, lies in the charnel house…destined to become dinner for a cult of cannibals. Though distasteful in the extreme, this isn’t your concern—except that Princess Karima Gamila, the most beautiful gnoll in Per-Bastet, has begged you to rescue her friend’s body and help discover his fate. Still unmoved to action? Know then, adventurer, that the Scholar was hot on the trail of lost treasure! If you can claim his body from the cult and decipher the clues he left behind, long-buried riches and powerful magic might be yours. But nothing is simple in this city of dark wonders: others converge on the charnel house in pursuit of wealth, vengeance, or both. Can you out-fight and outwit vile cultists, undead catfolk, a cunning werecrocodile gnoll, and the deadly secrets that lie buried beneath the River of Sand? Set in the city of Per-Bastet in the Southlands Campaign Setting, it is meant for play either as the thrilling sequel to Cat and Mouse, or as a standalone treasure hunt! Also available in Pathfinder format.

Cover of I7 Baltron's Beacon
I7 Baltron's Beacon
AD&D
Levels 4–8
32 pages
0

A strangely delivered advertisement has led you to a sage named Demetrios. He needs a rare component to complete a desperately needed potion. The journey to retrieve it will take you through a large, unexplored swamp to a ruined keep, the former headquarters of a vile cult that once claimed the lives of many innocent youths. You cautiously accept the mission... To solve the mysteries of "Baltron's Beacon," the characters must excel in handling wilderness, building ruins, traps, puzzles, and new monsters. This adventure, originally designed for tournament use, is now available for your own campaign. TSR 9152

Cover of B10 Night's Dark Terror
B10 Night's Dark Terror
BECMI
Levels 2–4
64 pages
0

Special Basic/Expert Transition Module Barely one day's march from Kelven, the uncharted tracts of the Dymrak forest conceal horrors enough to freeze the blood of civilized folk. Those who have ventured there tell how death comes quick to the unwary - for the woods at night are far worse than any dungeon. But you are adventurers, veterans of many battles, and the call of the wild is strong. Will you answer the call, or are you afraid of the dark terrors of the night? The campaign adventure is for characters just beginning Expert play (levels 2-4) and hurls them into the exciting outdoor world which awaits in the Expert rulebook. With a 64 page booklet, 2 double-panel covers, a double-sided, fold-out mapsheet and 120 die-cut counters, this super module provides all you need for epic wilderness and dungeon adventuring. Journey across the Grand Duchy of Karameikos in a desperate race against time and the forces of evil. This adventure is for use with the Dungeons & Dragons Expert Set, which continues and expands the D&D Basic Rules. This adventure cannot be played without the D&D Basic and Expert rules produced by TSR inc. TSR 9149

Cover of DDAL08-10 The Skull Square Murders
DDAL08-10 The Skull Square Murders
5th Edition
Levels 5–10
42 pages
0

When Volothamp Geddarm hires you to recover a missing key, you find yourself wrapped up in a series of murders in Lower Skullport. Can you find the killer before they find you? Part One of the Skullport Shakedown trilogy. A Two- to Four-Hour Adventure for Tier 2 Characters. Optimized For: APL 8

Cover of House of Cards
House of Cards
AD&D
Levels 9–12
26 pages
0

The fate of a city lies within a dungeon whose doors are sealed with - cards It's up to you to bring it tumbling down. “House of Cards” combined dungeon exploration with the Deck of Many Things to create an adventure experience unlike anything seen before. The deck is both a treasure and a trap, guarding a tomb complex that’s being used by the Night Masks thieves’ guild as a lair. If the PCs want the deck for themselves, they must first gather all the cards, which is easier said than done. - Christopher Perkins Pgs. 38-64

Cover of The Dragon's Demand
The Dragon's Demand
Pathfinder
Level 1
64 pages
0

Founded by a famous dragonslayer, the small town of Belhaim has become a sleepy rural community just off the beaten path, a settlement where everyone knows everyone and strangers are the talk of the town. But when Belhaim’s peace and quiet is shattered by the sudden collapse of the last standing tower of its founder’s castle, things quickly bloom out of control. Why were there bodies of kobolds amid the rubble? What’s the sinister secret behind the strange sounds of flapping wings in the night? And what’s happened to local wizard Balthus Hunclay, who’s not answering knocks on his door? The collapsed tower had long been an eyesore to the cantankerous old man—could he have had something to do with its destruction? And what of the rumors of strange stirrings in nearby Dragonfen? Has Belhaim’s ancient draconic nemesis returned?

Cover of From Ancient Grudge
From Ancient Grudge
5th Edition
Levels 4–5
28 pages
0

A Star-Crossed Tragedy. When the party is hired to investigate a haunted castle, they’re drawn into a tale of hatred, love and betrayal stretching back more then 300 years. Will they be able to free the ghosts haunting Arevon Castle, or will they find themselves just another footnote in its long history of misery?

Cover of The Mourning Lord
The Mourning Lord
5th Edition
Levels 13–15
21 pages
0

Tell the greatest story no one ever told... A tantalizing tale; in which a bold group of heroes braves the depths of Fort Morninglord, a long forgotten ruin. Therein, their mettle is tested by cruelty, suffering, and no small-measure of mischief. Will their courage -and their stomachs- hold steady? Will they banish the wicked presence that holds dominion here? Can they end the misery of Fort Morninglord's Mourning Lord? Let's find out! The players delve the tainted depths of Fort Morninglord to find the cause of its corruption. This leads them into terrifying peril and certain doom at the hands of the fort's denizens. Specters, Wraiths, Mummies, Revenants, Death Knights, The Mourning Lord himself and more await them inside! Along with plenty of mind-bending, gut wrenching obstacles that are sure to keep these heroes on their toes!

Cover of Neither Man Nor Beast
Neither Man Nor Beast
AD&D
Levels 1–4
64 pages
0

Neither Man Nor Beast is set in the Ravenloft campaign setting, on the island of Markovia. It recounts a tale in which the heroes encounter all manner of beasts - some wearing human form, some animal, and many somewhere in-between. TSR 9499

Cover of Rising Sands
Rising Sands
5th Edition
Levels 6–8
17 pages
0

The heroes have been captured by Alaethryia, a blue dragon caught in a centuries-old war with a mummy lord. With Alaethryia at their backs, the heroes must put the mummy to rest and escape the Tomb of the Defiler in this classic dungeon crawl.

Cover of Vault of the Dracolich
Vault of the Dracolich
5th Edition
Level 4
39 pages
0

*THIS IS A D&D NEXT/5E PLAYTEST ADVENTURE* Imani, a Turmishan wizard and former adventurer, seeks the aid of heroes to infiltrate Dretchroyaster’s lair and recover the Diamond Staff of Chomylla—the key to powerful magic and wisdom locked away for thousands of years. In addition to his own sagely interest in the lore of lost Uvaeren, Imani recognizes the dangers of such powerful magic falling into evil hands. The dracolich has secured the staff in his lair’s cen- tral chamber, using ancient wards of protection that can be bypassed only by four artifact-idols once belong- ing to a cult of Bhaal. Each group of adventurers enters the dungeon through a different section of the dun- geon—a forgotten temple of Bhaal, a vast underground lake, a troglodyte village, or Dretchroyaster’s vaults. Dretchroyaster’s lair is no simple set of caverns and ancient ruins. It sits atop a source of great power and energy, which the dracolich and his Cult of the Dragon allies hope to use to unlock the secrets of the staff. Only by undertaking a unified assault against Dretchroyas- ter’s lair can the adventurers hope to recover the Diamond Staff and survive the dracolich’s fury. The adventurers must make their way through the lair and recover the Bhaalite idols that will help unlock the Diamond Staff, all the while dealing with the lair’s creatures and avoiding the dracolich as he pur- sues intruders. Entering the Chamber of the Diamond Staff, the heroes must overcome its magical wards and claim the staff before being slain by the dracolich and his servants.

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.