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52 adventures found
Cover of CCC-PDXAGE-01-01 The White Well
CCC-PDXAGE-01-01 The White Well
5th Edition
Levels 1–4
11 pages
0

The Gommurg Clan rarely deal with outsiders. These hill dwarves have isolated themselves for centuries to work on their craft and guard an ancient and sinister structure. Unfortunately, the world around them does not rest easy. An exile of the clan has inadvertently brought terrible woes to his ancestral home, and now he frantically seeks help to save his people.

Cover of D1 Descent Into the Depths of the Earth
D1 Descent Into the Depths of the Earth
AD&D
Levels 9–14
16 pages
0

The final confrontation with the giant, King Snurre, and the entry of mighty adventurers into the caverns under his stronghold (DUNGEON MODULE G3, HALL OF THE FIRE GIANT KING) discovered the Dark Elves, the Drow, had instigated the giant alliance and its warfare upon mankind and its allied races. This module contains background information, a large-scale referee's map with a matching partial map for players, referee's notes, special exploration and encounter pieces, a large map detailing a cavern area, encounter and map matrix keys, and an additional section pertaining to a unique new creature for use with this module and the game as a whole. A complete setting for play of ADVANCED DUNGEONS & DRAGONS is contained herein. This module can be played alone, as the first part of a series of three modules (with SHRINE OF THE KUO-TOA, D2, and VAULT OF THE DROW, D3), or as the fourth part of a continuing series of modules which form a special progressive campaign scenario (DUNGEON MODULES G1, G2, G3, D1, D2, D3, and Q1, (QUEEN OF THE DEMONWEB PITS). TSR 9019

Cover of Dreadful Ruins of Eastbarrow
Dreadful Ruins of Eastbarrow
5th Edition
Level 3
21 pages
0

A nearly-penniless merchant wants heroes to secure and return priceless heirlooms. But can they do it with goblins all around, raiding and pillaging? Can the heroes reach a peaceful settlement with the raiders, or will they wreak mayhem and slaughter? Find out in Eastbarrow! This package (adventure, maps, and handouts within) forms a complete module for use with DUNGEONS & DRAGONS® 5TH EDITION RULES. It is especially designed for Dungeon Masters to initiate play with a minimum of preparation. Also includes full-sized maps for the VTT of your choice! Old School Look and Feel!

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 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.

Cover of A Triangle in Shadows
A Triangle in Shadows
5th Edition
Level 15
4 pages
0

"A Triangle in Shadows" is an umbral vampire lair suitable for a party of four 15th-level characters. Magic weapons are highly advised. This adventure can be completed in one session. The City Fallen into Shadow is the domain of the fiendish umbral vampires, and they are rarely found outside it. But one named Caragorn has fled the city after coming between the lovers Philadon and Zenobia. Philadon and Caragor, however, are secretly meeting at Caragorn's tower behind Zenobia's back. Zenobia suspects them of collusion, and is seeking out the two male umbral vampires to get revenge.

Cover of Fire in the Frostblood Mine
Fire in the Frostblood Mine
5th Edition
Level 3
7 pages
0

For centuries, the volcano now called Mount Zulgar was the battlefield of a conflict between red dragons and frost giants. The final battle saw the extinction of the dragons and only a handful of living giants. The dwarves of the Frostblood clan used this opportunity to drive out the giants and take the mountain as their own for its rich deposits of gold. 100 have passed, and now the volcano bubbles to life once more, bringing with it all manner of fiery creatures. Miners have been killed, and implike monsters assault the citizens of the mountain. The master of the goldsmith's guild has called upon your party to snuff out the Fire in the Frostblood Mine. Fire in the Frostblood Mine is a 4-5 hour adventure for 4 3rd-level characters. It can be used as either a one-shot or as part of an ongoing campaign. This module includes a single-session adventure to introduce your players to the strange creatures of the inner planes, maps of the two levels of Frostblood Mine, and a unique sentient magic item.

Cover of City of Broken Idols
City of Broken Idols
3.5 Edition
Levels 13–15
31 pages
0

A top the crown of the Isle of Dread, a hateful monster broods. Spawned by the Price of Demons, the architect of the shadow pearls dwells deep under the ruins of ancient Thanaclan. As long as this vile monster lives, the threat of the savage tide remains, looming dark on the horizon. "City of Broken Idols" is the seventh chapter of the Savage Tides Adventure Path, a complete campaign consisting of 12 adventures appearing in Dungeon magazine. For additional aid in running this campaign, check out Dragon magazine's monthly "Savage Tidings" articles, a series that helps players and DMs prepare for and expand upon the campaign. Issue #354 of Dragon magazine features the totemic demonslayer, a new prestige class that focuses on fighting and defeating demons, be they at the heart of the Isle of Dread or encountered in the depths of the Abyss itself. The central mesa of the Isle of Dread is taboo to the locals, a place shrouded in mystery and cloaked in rumor. The time has come to confront the evil that dwells atop the island’s savage crown. Pgs. 54-84

Cover of Night's Gambit
Night's Gambit
5th Edition
Level 4
27 pages
0

This heist adventure that takes place almost entirely at Fort Bones. It is split into five scenes: Karrnathi Opening. The characters meet Vedim ir’Durna, a noble from the region who is willing to help the player characters infiltrate the Fort. Guild Handler Lhara introduces their prize: a necromantic artifact called the Queen of Night, tied to the plane of Mabar. Valenar Gambit. Whether by wit or stealth, the characters find their way inside the walls of Fort Bones. They might use the incoming Valenar attack as a distraction, find a secret entrance, or plant themselves on a visiting dignitary’s staff. Castling. Safely inside, the characters must figure out when the artifact is unguarded, and find their way into the castle’s inner sanctum. Check. The characters must navigate their way past a magical vault door, then descend into the crypts. The Queen of Night is guarded by a terrifying construct. Endgame. With the artifact in their hands, will the characters be able to escape with their lives?

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 Dragon Hunters
Dragon Hunters
3.5 Edition
Level 7
26 pages
0

Fort Akor has come under attack by a dragon, but when the PCs seek out the beast in the surrounding jungle they discover the dragon may be the least of the fort’s troubles. The Pcs travel to Fort Akor, where they learn that the fort has been under attack by a dragon (which is really a tyrannosaur). Prince Henri asks the PCs to slay the dragon attacking his fort before it causes further damage. If the PCs investigate the fort before setting out after the tyrannosaur, they may discover the hidden corpse of its hatchling. They may also discover the truth behind the fort's dark history. Tracking the "dragon" to its lair and slaying it for Prince Henri forces the characters into conflict with a faction of the centaurs living in the jungle, who disposed the hatchlings corpse at the fort. Discoveruing the truth of the prince's conflict with the jungle natives might lead to an alliance. Pgs. 16-41

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 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 Pathfinder Adventure Path #5: Sins of the Saviors (Rise of the Runelords 5 of 6)
Pathfinder Adventure Path #5: Sins of the Saviors (Rise of the Runelords 5 of 6)
Pathfinder
Level 13
64 pages
0

Seven Deadly Dungeons! The Rise of the Runelords Adventure Path continues! The evil beneath the town of Sandpoint refuses to sleep quietly, and a killer from the ancient past awakes. Clues found in his lair lead to the den of a legendary dragon and into a vast arcane dungeon ruled by ageless wizards, where the seven deadly sins reign supreme. Can the PCs hone the sins within themselves into weapons against their true foe, Karzoug, the resurrected Runelord of Greed?

Cover of Encounters in the Savage Wilderness
Encounters in the Savage Wilderness
5th Edition
Levels 1–10
116 pages
0

Encounters in the Savage Wilderness contains 19 encounters / mini-adventures, a few new creatures and items, and downloadable maps. We've also added suggestions on how to use the encounters in Eberron.

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 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 Seeking Bloodsilver
Seeking Bloodsilver
AD&D
Levels 2–4
25 pages
0

Into the shadows. You must brave the perils of the Shadow World to keep a tighmaevril weapon from the wicked clutches of the Gorgon. PCs are recruited to help a noble and his halfling friend find a weapon with immense power, called bloodsilver. Includes a sidebar for adapting the adventure to another setting, an overland map, and a map of the ruins Pgs. 8-31 & 69

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 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!