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50 adventures found
Cover of Rescue at Rivenroar
Rescue at Rivenroar
4th Edition
Level 1
42 pages
0

In “Rescue at Rivenroar,” the player characters must brave the depths of ancient catacombs in search of prisoners taken from the town of Brindol in a midnight raid. The hobgoblins, bandits that style themselves after an invading horde from long ago, have taken refuge in a dungeon under a ruined mountain fortress, and the PCs must clear them out to find the captive townsfolk and the treasures taken from Brindol. “Rescue at Rivenroar” also marks the first step in a great journey - the Scales of War Adventure Path, which spans 30 levels and put the PCs at the crux of events that shapes the world for centuries to come. While the scope of this adventure isn’t as grand, it represents the seed from which an epic tale will surely grow. Pgs. 4-45

Cover of Ra’s Evil Grin
Ra’s Evil Grin
5th Edition
Level 11
7 pages
0

Ra’s Evil Grin challenges adventurers of at least 11th level who are seeking a powerful magic item—the globe of Arden. If a different item suits your campaign better, another appropriate powerful item can be substituted as the final objective. This dungeon culminates in a battle with Dendorandra, a lesser marilith known as a dark daughter. As a lead-in to this adventure, the GM may use a map from another treasure hoard showing the location of the globe (detailed more fully in “The Legend of the Globe of Arden,” below) or a priestly tome describing Arden, the long-dead avatar of Ra, and the wondrous powers of an unknown artifact called the globe of Arden. Such a tome might mention that the globe emits rays as intense as those of the sun, destroying all they touch. In any event, characters should need to consult with sages and oracles to determine the location and history of the globe and dungeon. A sage could also provide a map to the dungeon’s location, referenced in the “The Legend of the Globe of Arden,” below. We set the dungeon on a small, remote island far across the sea, but you can relocate it to suit your campaign. This dungeon provides numerous puzzles, a few traps, and only two monsters. Those monsters, though few in number, should challenge and threaten even the most combat-hardened party—particularly after the party encounters all the vicious creatures that inhabit the Island of the Globe.

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 City of the Spider Queen
City of the Spider Queen
3rd Edition
Level 10
186 pages
0

The Fate of Faerûn Lies in Shadowy Darkness! Daggerdale is reeling from a sudden series of murderous drow raids. As a grave threat to the entire surface world develops in the war-torn dark elf city of Maerimydra, intrepid heroes must discover its source and destroy it, if they can.

Cover of The Pod-Caverns of the Sinister Shroom (AA#1)
The Pod-Caverns of the Sinister Shroom (AA#1)
OSR
Levels 2–4
14 pages
0

Strange doings are underfoot in the wild hills bordering the realm of decent and civilized folks. Villagers and cattle have gone missing; woodcutters have disappeared; misshapen beings have been seen shuffling through the forests. Some brave villagers have tracked a group of stolen oxen as far as the rocky banks of a small river in the hills. The trail disappeared down into a fissure in the limestone rock, where a fast-running stream plunges down to the dark caverns below. Gird your loins, stand behind the dwarf, and get ready to face The Pod-Caverns of the Sinister Shroom!

Cover of The Barber of Silverymoon
The Barber of Silverymoon
5th Edition
Levels 4–6
13 pages
0

"People have been disappearing at night in the city of Silverymoon. Some vanish entirely, leaving behind whispered rumors of fiends or other evil creatures having spirited them away. Others return strangely altered, with their memories of having been kidnapped wiped clean and their minds strangely dulled — and always with remarkable haircuts."

Cover of Yeryl's Super Happy Fun Murder Dungeon
Yeryl's Super Happy Fun Murder Dungeon
5th Edition
Levels 2–5
21 pages
0

Centuries ago, a beholder named Yeryl fled from the place of his birth and wandered the countryside in search for a place to call home. After many sleepless nights spent carving out a safe nook for himself in the wilderness, he at last slipped into slumber. In his dreams, he found an ideal place for his lair: long-abandoned ruins hidden amidst a dull and barren valley. Yeryl spent years transforming the place to suit his paranoid designs. Visitors were rare enough, and the few that made it to Yeryl’s lair were quickly destroyed or forced into the beholder’s service, building the lair ever deeper and more magnificent. As time went on, Yeryl finally completed his task. Safe at last, but with nothing to occupy his mind, Yeryl was struck by melancholy; was this lonely and empty life truly what he had chosen for himself? On that day, Yeryl made a decision: next time an adventurer came to his lair, he would welcome them in. With this resolution in mind, Yeryl began to dismantle his traps and replace them with ones he considered to be more fun. Unfortunately, for all his good intents, Yeryl has not yet realised that killing people is a bad way of getting them to like him. Yeryl's Super Happy Fun Murder Dungeon is a highly obnoxious and mildly ridiculous collection of traps, combat and puzzles designed to test your players' wits and patience. It is optimised for a group of four to five 3rd level players, but the text also contains a guide for level adjustments for different sized groups.

Cover of Mark of Amber
Mark of Amber
AD&D
Medium Level
64 pages
0

The PCs are singled out by happenstance as prophesied heroes who will find and return a great wizard to his family. Once brought back to the the family chateau, they are brought on as paid companions and free to explore the location as they wish. This is a large sandbox style adventure with several plots going on, including assassination, a wedding, false accusations of murder, and many machinations of the nobles to solidify or gain power. Whole this is going on the PCs are dropped into dream sequences where they learn more about the missing wizard and learn how and where to find and free him

Cover of Thieves in the Forest
Thieves in the Forest
3rd Edition
Level 1
28 pages
0

Only True Heroes Can Find Honor Among Thieves … They lurk in the Ralferst Forest, striking out at all who pass through, robbing traders, assaulting farmers, even killing with impunity. Working from a secret base deep in the forest, a band of thieves has struck fear into the heart of Brandon's Bridge, the little village at the crossing of the Azure River. But now a band of heroes has come, seeking glory and adventure - heroes that might just be up to the challenge of driving away the Thieves in the Forest. Thieves in the Forest is a beginner-friendly, introductory OGL adventure. It features: A wilderness adventure segment featuring the Ralferst Forest, a dense wood crisscrossed with paths and fraught with perils. The nature of the forest and paths makes it easy for less experienced players and GMs to deal with this non-dungeon environment. A double-sided, fold-out poster map (17" x 22") of the thieves' hideout - an ancient ruined temple - suitable for tabletop use with miniatures or counters, for easier handling of tactical combat. Maps created in Profantasy Software's Campaign Cartographer 2, and available for download on the Atlas Games website. GMs can customize and manipulate these maps themelves, if they own CC2, and integrate them into their own game worlds. Published by Atlas Games & Truant Spiele

Cover of Mischief Makers
Mischief Makers
5th Edition
Level 2
26 pages
0

The town of Oallhelm is small and remote – for years they’ve been prosperous, peaceful, and self-sufficient. That's why it was such a surprise when the hobgoblin Thetch Blindeye led a war band of goblins into town and started terrorizing Oallhelm’s citizens! The PCs are on the outskirts of Oallhelm when they learn town square is overrun with the invaders – the goblins are now feasting in the streets, starting fires, setting traps, and terrorizing anyone left behind. They must drive out these mischief makers to save the town!

Cover of Visions of the Vault: One Page Dungeons: The Sewers Beneath the City
Visions of the Vault: One Page Dungeons: The Sewers Beneath the City
5th Edition
Levels 1–9
2 pages
0

Deep beneath the city streets lie the sprawling tunnels of a derelict sewer. Under the command of a vicious ringleader, a posse of thugs have claimed a forgotten undercroft as their own. In a shadowy mockery of the city’s grand markets above, they have set up their own trade, dealing in flesh to vile creatures and evil men. Published by Arcana Games

Cover of Towers of Evil
Towers of Evil
BECMI
Levels 3–5
16 pages
1

Devastated in a war with a nearby wizards' school, the Fighters' Academy has since been surrounded by a foul and dank swamp - the Gloomfens. Since the climatctic battle between the wizards and fighters, the tower has decayed. The spirit of the head of the academy haunts the building, eternally plotting his revenge on the wizards who killed him. his loyal sutdents remain faithful to him even in death. Other foul undead have made their home in the rotting, spacious academy. From their lair, they make forays into farmsteads near the swamp in search of victims to feed their unspeakable appetites. The Problem of these terrible attacks by the savage undead will not stop until the evil that has found a home at the tower is burned from the face of the land forever. Will your party heed the call and help the town of Melinir? Will they be able to clear the former Academy of its undead? Towers of Evil is the second in a three part adventure, The Haunted Tower. Or, it can be ran as a stand alone adventure. The choice is up to you. Part of TSR 1081 The Haunted Tower

Cover of Ooze Tomb of the Oathbreaker
Ooze Tomb of the Oathbreaker
5th Edition
Levels 3–4
4 pages
0

A small band of centaurs have seen their water source fouled by unknown magic. When word of their plight reaches the party, they embark on a day's travel to the centaur camp. Along the way, they encounter injured wildlife and panicked bugbears. Terrifying storms beset the region, raining down acid and oozes. Agreeing to investigate the small corrupted lake, the adventurers discover a long buried evil has awakened—bringing with it oozing undead. The party must navigate the wilds, face the ooze storms, and confront a reanimated warrior who betrayed her god.

Cover of The Stink
The Stink
3.5 Edition
Level 4
23 pages
0

The city of Suncliff has so much trash they've devoted an entire quarter to it. naming the reeking ruins "the Stink" and piling garbage as high as the eye can see. But sanitation workers have been vanishing from the Stink at night, and only your heroes hold the key to solving the smelly mystery. Folks have been vanishing from the Stink, a disease-filled rubbish quarter of Sunhill. City officials recruit the heroes to investigate the disappearances, putting the PCs on the trail of fiendish Locathahs, followers of Incabulos, with ill plans for the surface world. Pgs. 47-69

Cover of ROS5 Deep Dive in the Flooded Halls!
ROS5 Deep Dive in the Flooded Halls!
AD&D
Levels 8–10
32 pages
0

Time is running out for the members of the Ivory Scimitar as they strive to overcome the latest challenges of the Infernal Machine and Mithelvarn's Labyrinth. With the discovery of a secret entrance into the 5th level of the dungeon, the party must now enter uncharted waters with an entirely new type of environment and monstrous threats. Can they withstand these new creation of the Machine, and will they finally breach the 6th seal and gain entry into the last level of the legendary dungeon and save all of Roslof Keep? This adventure is formatted to both 1E & 5E gaming rules. Also available in PDF.

Cover of X6 Quagmire!
X6 Quagmire!
BECMI
Levels 4–10
32 pages
0

Swamp creatures! They surround you now as you move slowly through the gurgling muck. How will you reach Quagmire now? Each day, the hungry sea swallows more of the ancient port city. A fierce fever ravages its people, and now - these foul monsters! Their beady eyes glimmer from deep within the tangled vines. Are these the creatures that have blockaded the city, turning away the ships that are the city's lifeline? Are these the scum that are starving the people of Quagmire, threatening an entire race with extinction? These creeps? Let's clean this jungle out! Quagmire includes a large-scale map that expands the D&D world and introduces new areas to explore. The adventure also includes new magic items and a special, expanded monsters section. Hurry! Hoist your colors, saddle your horse - go, before the city by the sea becomes the city beneath the sea! TSR 9081

Cover of Tomb of Horrors 5e
Tomb of Horrors 5e
5th Edition
17 pages
0

In the far reaches of the world, under a lost and lonely hill, lies the sinister Tomb of Horrors. This labyrinthine crypt is filled with terrible traps, strange and ferocious monsters, rich and magical treasures, and somewhere within rests the demilich. Remake of the original AD&D adventure.

Cover of GameMastery Module D2: Seven Swords of Sin
GameMastery Module D2: Seven Swords of Sin
3.5 Edition
Level 7
32 pages
0

Long hidden away in remote vaults and guarded by powerful wards, the ancient Seven Swords of Sin have been stolen and brought together again for a terrible cause. Seven Swords of Sin is a lethal adventure that pits players against a vile enchantress, Tirana, in a trap-laden and monster-guarded dungeon. Only the brave (and perhaps foolish) can survive Tirana's lair and rescue the fabled Seven Swords of Sin from her heinous plot to unlock their deadly powers.

Cover of The Maze Beneath the Maize
The Maze Beneath the Maize
5th Edition
Levels 5–6
23 pages
0

The Therayle farm, which has been in the family for generations, was the best producing in the region. It now faces ruin. Hugh Therayle, the current owner, is at wit's end trying to reestablish even a modicum of control over the disrupted land. But, when Hugh saw the ancient doorway jutting up from the middle of the field where his corn used to be, he knew that this wasn't the type of problem a plow could solve. More than two centuries ago, a red wizard by the name of Houn made a discovery that shook the foundations of magic on Toril. Yet, due to a considerable amount of effort on his part, it never saw the light of day. The exact nature of this discovery is unknown but it involves the location of the skeletal fragments of an ancient being. The weave, which governs all magic on Toril, reacts strangely to the fragments. More information existed before Houn destroyed his research and fled Thay. His current whereabouts are unknown but many of his peers have attempted to track him down and steal his research for themselves.

The Goatskull Helm
5th Edition
Levels 1–2
35 pages
0

The Demesne of Rangers is at war with the Horde of the Black Blood – an alliance of rampaging tribes of goblinkin. It is the heart of winter and the forest sleeps uneasily under a white veil. This is a time to huddle before the fire, not be out in the cold fighting a war but the heroes have no choice but to infiltrate the occupied territory in order to find and destroy the dreaded Goatskull Helm. Hope for victory hinges on the success of this quest and the call goes out for heroes to gather. The Goatskull Helm is an adventure module compatible with the Fifth Edition. This 35-page adventure is designed for a party of 1st level characters and will see them through to the 3rd level. This adventure is set in a fantasy medieval world with the mythological flavour of Ancient Greece. However, it can be easily adapted to any other medieval fantasy setting. This adventure includes entries for familiar monsters that are modified to better fit the setting as well as five new monsters and new equipment and magical items.