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184 adventures found
Cover of CCC-SCAR01-02 Glister By Light
CCC-SCAR01-02 Glister By Light
5th Edition
Levels 1–4
32 pages
0

The mining town of Glister has a problem. The latest caravan only arrived with a part of its supplies. Orcs waylaid them, took much needed goods, and are now making demands that the town return an artifact that is theirs, but the town is unfamiliar with. Help track down information about this artifact and possibly defend the city from an orc invasion! A 4-hour Adventure for 1st-4th Level Characters Part 2 of Kossuth's Kiss

Search and Destroy
3.5 Edition
Levels 6–7
17 pages
0

An adventure for the Midnight campaign setting from Fantasy Flight Games. The adventurers rise as Fell, intent on finishing their final mission.

Cover of Escape From The Tower of Midnight
Escape From The Tower of Midnight
AD&D
Levels 2–4
12 pages
0

Run silently; the Midnight Stalkers are after you. Escape from the Tower of Midnight is an AD&D* game module for 2-6 thieves of 2nd-4th level. The Dungeon Master may change the names of the thieves’ guilds, countries, deities, and so forth to fit the individual campaign. Note that all player characters are assumed to have been imprisoned at the start of the adventure; little or no equipment will be available at first. This module is well suited for tournament use. Adventure Background It must be assumed, for the sake of the adventure to follow, that the PCs have no way of avoiding capture by the Midnight Stalkers. However, the DM may find a way to play out this adventure and have some or all of the PCs captured, allowing any who escape to attempt to rescue their comrades.

Cover of Shadowdale: The Scouring of the Land
Shadowdale: The Scouring of the Land
3.5 Edition
Levels 9–13
159 pages
0

Zhentish soldiers, Maerimydran drow, and Sharran cultists have forged a dark alliance to subjugate the peaceful land of Shadowdale. Elminster's tower lies in ruins, Lord Amcathra governs at the sufferance of the dale's conquerors, and the very Weave of magic in this embattled land seems to fray with each passing day. The Zhentish yoke lies heavy over Shadowdale—but the Dalesfolk are ready to fight for their freedom, if only they can find true heroes to lead the way!

Cover of Wizard in a Bottle
Wizard in a Bottle
5th Edition
Levels 2–3
11 pages
0

A retired adventurer approaches our heroes with a mission - help find a former comrade, a talented young wizard who went missing twenty years ago. The quest takes them into a magical underground lair, where every room reveals something as remarkable as it is deadly. But they soon realise that finding the wizard was the easy part...

Cover of We Be Goblins Too!
We Be Goblins Too!
Pathfinder
Level 3
16 pages
0

The Licktoads, once the great and fierce goblin tribe in Brinestump Marsh, were defeated by human adventurers! All that remains of the tribe are its four goblin "heroes". Homeless and bored, they left their swampy homeland to join the neighboring goblin tribe, the Birdcrunchers. The good news is that the Birdcrunchers are willing to let the goblin heroes join their tribe. The better news is that the Birdcrunchers have heard of these four, and want one of them to become their new chieftain. The bad news is that before the goblins can join, they'll need to endure a series of dangerous and humiliating tests. Very dangerous. Very humiliating. The worse news is that lately Birdcruncher chieftains have had really short lifespans—they're being killed by the pet fire-breathing boar of a local ogre who wants the Birdcruncher land as his own. Part 2 of the We Be Goblins series.

Cover of O2 Blade of Vengeance
O2 Blade of Vengeance
BECMI
Level 7
28 pages
0

You are Erystelle of Dorneryll, famed elfin champion and magic-user. After years of adventuring, you have come home to the Emerlas - the hauntingly beautiful elfin woodland at the tip of Canolbarth forest. A place of legends and of peace. The journey has been long, but soon the winding forest track will bring you to Dorneryll, the majestic oak tree home of your childhood. Ahead, you glimpse a plume of smoke curling lazily into the sky. Dorneyll is close, and your mind floods with thoughts of home. Suddenly, your reverie is shattered! The thin plume of smoke is gone, an in its place a column of red flame leaps high among the trees. Dorneryll is under attack! Gripping your lance, you urge your mount into a gallop. Starbow surges forward; your war dogs close on her heels... Blade of Vengeance is an adventure for one player and one dungeon master, featuring a lone elf against the forces of evil. Can you save the Emerlas from destruction? The answer waits inside. TSR 9108

Cover of DDAL05-04 In Dire Need
DDAL05-04 In Dire Need
5th Edition
Levels 5–10
33 pages
0

An expedition of dwarf warriors from Citadel Adbar finds itself isolated and besieged by Ice Spire ogres and their allies. They require immediate relief or they risk being destroyed to a dwarf. Seer has directed you to their location in the hopes that you can rescue the dwarves and save their precious cargo, a tablet bearing secrets of ancient rune magic.

Cover of BL2 The Hall of the Spider Queen
BL2 The Hall of the Spider Queen
AD&D
Levels 5–7
34 pages
0

Strange tales of a mad queen and a hoard of legendary treasure have driven adventurers into the jungles of the great trade road between Tiefon and Nextyaria for a generation, but now new information has come to light. A travelling bard has uncovered certain keys to the location of the lost queen's mysterious volcanic home, and the secret that may thwart her seeing immortality and invulnerability. Once again, the Barrens takes center stage as characters must via for a chance to grow rich and expand their legend among the heroes of the Nameless Realms! The Infamous Black Label series continues with this second part to the Barrens trilogy as characters must dodge the marauding forces of bandit lords, discover a wayward bard, and then journey to the caldera fortress of the Hall of the Spider Queen. What secrets does that dark sanctuary hold? Only time, dice, and the comradery of the gaming table will tell. This adventure is formatted to both 1E & 5E gaming rules.

Cover of O1 The Gem and the Staff
O1 The Gem and the Staff
BECMI
Level 8
32 pages
0

A One-on-One Competition Module for Thieves Level 8 Your peaceful evening has been interrupted by an unusual request. As a thief, your skills are unmatched, but can you rise to the challenge of thieving for a powerful and frightening wizard? Do you have a choice? The Gem and the Staff is a special One-on-One competition module designed for one player and on Dungeon Master. The Module contains two separate scenarios, so you can switch roles with the other player after the first adventure. Scoring sheets and encounter summaries are provided for each adventure to make running competitions quick and simple. Character figures and a map book are also provided to help visualize the adventures. The player's maps are designed so you can see the rooms as they would appear. Complete DM's Maps are included. TSR 9050

Cover of Against the Giants: The Liberation of Geoff
Against the Giants: The Liberation of Geoff
AD&D
Level 8
96 pages
0

A Ravaged Land... Villains that really are larger than life... A time for heroes... A decade ago, the land of Geoff was overrun by a horde of giants, ogres, and evil humanoids, its people either slain, enslaved, or driven into exile. Now at last the tide has turned. The time to free the people of Geoff from their servitude to the giantish tyrants has come! But don't forget to watch your step when you confront the true masters behind the giant Clans! Contains the full text of three classic adventures by Gary Gygax: G1, Steading of the Hill Giant Chief; G2, The Glacial Rift of the Frost Giant Jarl; and G3, Hall of the Fire GIant King. Details Eighteen new encounter sites in the war-torn land of Geoff, linked together to form a grand campaign. Provides dozens of hours of gameplay as the heroes struggle to free an entire country from the grasp of giant overlords. TSR 11413

Cover of WGQ1 Patriots of Ulek
WGQ1 Patriots of Ulek
AD&D
Levels 1–3
31 pages
0

"A dwarven prince has requested your party's aid in quelling the coming invasion (if there is one, of course). Do you take him at his honorable word, and gird yourselves for battle? Or do you listen to the street talk, and take the side of those who disbelieve the warmongering? Most importantly of all: what if you make the wrong choice?" Patriots of Ulek is an adventure set in the world of Greyhawk - designed for a party of six to eight characters of first to third level who must help defend the Principality of Ulek against the despot’s horde and uncover a conspiracy which could lead to Ulek’s defeat. Fighters and clerics with healing spells are best suited to this adventure, as it involves a substantial amount of combat. Mages are helpful, but not required. Thieves will find minimal opportunities to practice their trade, although their skills as spies and scouts may come in handy. This adventure was designed specifically for inexperienced players and beginning dungeon masters. TSR 9385

Cover of DDAL05-13 Jarl Rising
DDAL05-13 Jarl Rising
5th Edition
Levels 5–10
26 pages
0

The frost giants of the Ice Mountains have long held to the belief that a great Jarl will one day step forward to unite the families as Konung (king). With the Ordning shattered, Jarl Ryndölg believes that if he can locate Hartkiller’s Horn, a legendary artifact among giant-kind, he could be the one. He may very well have found what he is looking for. A great clarion call has echoed across the Hartsvale for two days, and the giants are all marching north, has Ryndölg done just that? A Four-Hour Adventure for 5th-10th Level Characters This adventure consists of three Parts, as follows: Part 1. The adventure begins with the characters having already arrived in Stagwick (whether sent by their faction or by their own, individual search for adventure and wealth) and have been briefed before preparing for an important journey to the north Part 2. From Stagwick, the players discover their guide has been killed and must make their way through the deadly cold fingers of the Ice Spires alone—either by skill or luck. Part 3. Once at Ise Festing, the group discovers it’s been inhabited by a troupe of Shatterblood Ogres whom they must defeat to gain access to the redoubt’s observation deck.

Cover of BSOLO Ghost of Lion Castle
BSOLO Ghost of Lion Castle
BECMI
Levels 1–3
32 pages
0

"A great cat sits upon the northern grasslands, my friend, waiting to pounce on adventurers just like you." As you part the tall grass with your sword, the words of the tavernkeeper echo in your head. "He was the mightiest wizard we'd ever known, and that Lion Castle was his home." Your friends' voices mingle with the tavernkeeper's. "He's but a ghost now, haunting those halls, and waiting for an heir." The ground rises slightly. A strong wind rushes through the field. Suddenly, the grasses part, and Lion Castle rises majestically before you! "Magical riches await those who enter!" "Beware of man-beasts!" Voices flood your head again. Will you brave the haunted castle? Can you afford not to? It's all up to you in this D&D Solo Adventure. Ghost of Lion Castle is for one player only, but that one player makes all of the choices and enjoys all of the rewards. An entire castle and courtyard await your exploration. The adventure also includes a complete solo combat system. TSR 9097

Cover of DDAL05-17 Hartkiller's Horn
DDAL05-17 Hartkiller's Horn
5th Edition
Levels 5–10
34 pages
0

Claiming to possess Hartkiller's Horn, Ryndölg makes his move to take control of the Hartsvale. The non-giant residents have been pressed to declare their allegiance or be destroyed. Do they swear fealty to Jarl Ryndölg, or is there another option? Is there another contender to the throne? Sometimes the best choices can be the most dangerous. A Four-Hour Adventure for 5th-10th Level Characters. Optimized for five 8th level characters.

Cover of In Defense of the Law
In Defense of the Law
AD&D
Levels 7–10
18 pages
0

They sure don't make lawful allies like they used to. A question of morality versus ethics - made lethal. Pgs. 17-34

Cover of Dungeon Crawl Classics #0: Legends Are Made, Not Born
Dungeon Crawl Classics #0: Legends Are Made, Not Born
3.5 Edition
Levels 0–1
36 pages
0

An Adventure for 0-Level Characters Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics don’t waste your time with long-winded speeches, weird campaign settings, or NPCs who aren’t meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you fear, and the secret doors you know are there somewhere. For the past few years, an ogre that lairs in a cave near the wilderness town of Dundraville has demanded tributes of ale and supplies. The villagers were happy to comply, lest the brute attack them or destroy their property. But recently, the ogre changed his demands. Now he wants gold, building supplies — and captives! When the ogre walked into town only to have his request denied, he flew into a rage. The brute dragged two townsfolk off to his cave, to be eaten for sure! The villagers have no heroes to protect them — so someone must rise to the challenge! Six determined townsfolk have taken justice into their own hands. Can these village commoners defeat the ogre in his own lair before their fellows are eaten?

Cover of The Catacombs of Koptila
The Catacombs of Koptila
4th Edition
Level 7
6 pages
0

Long ago, before the arrival of civilized humanoids, a large colony of ogres thrived in the local area. When a great invasion from another dimension threatened this colony, their king, Koptila, prayed for his people to be spared. The gods heard these pleas, but commanded Koptila to sacrifice himself. The leader did so, and the clan disappeared—whisked away by the gods and lost to time. Over the years, a city grew up above the former subterranean home of the ogres, and no aspect of Koptila’s ancient bargain was preserved or remembered. Even so, the stars are aligned for the return of Koptila and his people. These powerful repatriates are unlikely to appreciate the changes in their old home. A sage has found dusty documents prophesying this return, and he asks the PCs to investigate the catacombs to defeat the potential threat to the city. The PCs travel down through city sewers and subterranean passages before finding the catacombs that the ogre colony once called home. Pgs. 48-53

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

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 what ever force are at work on the towns people

Cover of A1 Slave Pits of the Undercity
A1 Slave Pits of the Undercity
AD&D
Levels 4–7
24 pages
0

It is time to put a stop to the marauders! For years the coastal towns have been burned and looted by the forces of evil. You and your fellow adventurers have been recruited to root out and destroy the source of these raids. But beware, hundreds of good men and women have been taken by the slavers and have never been seen or heard from again! First part of Scourge of the Slave Lords (A1–4) TSR 9039