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189 adventures found
Cover of WGM1 Border Watch
WGM1 Border Watch
AD&D
Levels 1–3
38 pages
0

Greatwall is in peril - not from military forces of Iuz, but from lack of goods and supplies. Caravans from Willip have ceased thanks to increased dangers on the Willip Critwall Grabford Trail. As the key fort positioned to contain the Iuzian flood, Greatwall is a strategic necessity. Its failure would mean a major incursion along the border. Your characters are hired to escort a caravan from Greatwall to Willip; if its merchants are afraid to come to the fort, the fort will go to them. This should be simple, cut and dried guard job. Right? Of course not. There are many surprises in store for your little caravan, and your characters will need to keep their wits about them day and night in order to make it to the other end. Secret plans are afoot, conspiracies are brewing, and nothing is as it seems while on the Border Watch. This module uses information presented in the From the Ashes boxed set and the Iuz the Evil accessories. However, ownership of these two products is not necessary to play this module. TSR 9406

Cover of Blood and Laurels
Blood and Laurels
AD&D
Levels 5–7
10 pages
0

A little friendly competition can be fun now and then - unless, of course, the competition isn't friendly at all. Included in I13 Adventure Pack I - https://www.adventurelookup.com/adventures/i13-adventure-pack-i TSR 9202

Cover of DDEX03-04 It's All in the Blood
DDEX03-04 It's All in the Blood
5th Edition
Levels 11–16
56 pages
0

Rumors of faceless demonic creatures have been steadily rising in the Hillsfar region, and it is said that far below the surface of Faerun, nestled in the bowels of the Underdark, ancient terrors are stirring. The imperiled drow of Szith Morcane have extended an intriguing offer, but can the drow be trusted, and for how long? An eight-hour adventure for 11th-16th level characters.

Cover of IM2 The Wrath of Olympus
IM2 The Wrath of Olympus
BECMI
Immortal Level
48 pages
0

Immortals lie chained atop a mountain in the Broken Lands. Their bonds relentlessly drain their power while demons cavort with glee around the wispy barrier, as strong as any prison. Have you the courage to embark on a dangerous mission for the materials necessary to craft an artifact? If you survive that task, you must then assume the Identities of legendary heroes of Darokin and face deadly Immortal foes without revealing your Immortality! The demons of Entropy stand between you and your final Goal. Have you the power to rescue the imprisoned Immortals and preserve the Prime Plane? The future of the Prime Plane is in your Hands! TSR 9189

Cover of B3 Palace of the Silver Princess (green)
B3 Palace of the Silver Princess (green)
BECMI
Levels 1–3
32 pages
0

The valley of Haven was a peaceful land. Its crops were abundant, its citizens prosperous. Elves, Dwarves, Halflings, and Humans lived together in harmony. Hidden away in the heart of the Thunder Mountains, Haven was a safe place to live. The rivers were sweet and pure; the weather was pleasant and warm. Something terrible has come to pass in Haven - terrified refugees speak of a fabulous ruby uncovered in the mountains and a catastrophe that befell the palace. Whatever the cause, Haven now lies in chaos. Raiding bands of orcs, goblins, and hobgoblins terrorize the countryside. The disaster happened so suddenly that the citizens are confused and helpless. Without their leaders, who are trapped in the palace, they have no courage to fight back. The situation has become desperate. TSR 9044

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 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

Cover of DDAL05-18 The Mysterious Isle
DDAL05-18 The Mysterious Isle
5th Edition
Levels 17–20
31 pages
0

Baron Rajiram’s forces have secured the Nelanther Isles and have scoured the Sword Coast for treasures. Now they have begun to explore a mysterious island that recently just popped into existence nearby. SEER seems to believe that an aboleth artifact is their goal. It is up to the adventurers, in competition with the baron, as well as aboleths, the Kraken Society, and the mysterious caretaker of the island, to locate the Eye of Xxiphu and avert catastrophic disaster.

Cover of In the Shadows of Spinecastle
In the Shadows of Spinecastle
3.5 Edition
Level 9
24 pages
0

The PCs must infiltrate a city ruled by monsters to search for the spymaster that holds the key to saving a besiged nation. Pgs. 26-50

Cover of Lost Mine of Phandelver
Lost Mine of Phandelver
5th Edition
Level 1
63 pages
20  0

"More than five hundred years ago, clans of dwarves and gnomes made an agreement known as the Phandelver’s Pact, by which they would share a rich mine in a wondrous cavern known as Wave Echo Cave. In addition to its mineral wealth, the mine contained great magical power. Human spellcasters allied themselves with the dwarves and gnomes to channel and bind that energy into a great forge (called the Forge of Spells), where magic items could be crafted. Times were good, and the nearby human town of Phandalin (pronounced fan-duh-lin) prospered as well. But then disaster struck when orcs swept through the North and laid waste to all in their path. A powerful force of orcs reinforced by evil mercenary wizards attacked wave echo cave to seize its riches and magic treasures. Human wizards fought alongside their dwarf and gnome allies to defend the Forge of Spells, and the ensuing spell battle destroyed much of the cavern. Few survived the cave-ins and tremors, and the location of Wave Echo Cave was lost. For centuries, rumours of buried riches have attracted treasure seekers and opportunists to the area around Phandalin, but no one has ever succeeded in locating the lost mine. In recent years, people have resettled the area. Phandalin is now a rough-and-tumble frontier town. More important, the Rockseeker brothers - a trio of dwarves - have discovered the entrance to Wave Echo Cave, and they intend to reopen the mines. Unfortunately for the Rockseekers, they are not the only ones interested in Wave Echo Cave. A mysterious villain known as the Black Spider controls a network of bandit gangs and goblin tribes in the area, and his agents have followed the Rockseekers to their prize. Now the Black Spider wants Wave Echo Cave for himself, and he is taking steps to make sure no one else knows where it is." Extra Info from AL.com users: by @marcellarius. "There are a variety of locations in this adventure: the town of Phandalin, a gang hideout, a ruined keep in the forest, a destroyed village, and Wave Echo Cave (a dungeon crawl). The adventure is written in a sandbox style and relies on the players to choose their path. Phandalin offers several side-quests which could serve as hooks for continuing adventures. The premade characters have ties in their backgrounds to NPCs and locations. If you're not using these you'll need to consider other ways to introduce key NPCs."

Cover of Into Wonderland
Into Wonderland
5th Edition
Levels 8–14
240 pages
0

Into Wonderland is a book detailing an adventure in the Feywild, a setting for Dungeons and Dragons 5th Edition. This book provides player options, encounters, variant rules, and a campaign of expeditions into the unknown centred around the city of Endercoast that has been spirited away from the Material Plane. To survive, you'll need to balance the needs of the displaced city with the mercurial whims of four powerful archfey. What's Included? - Endercoast, a city plucked from its roots and replanted in the Feywild - Quirks of the Feywild, including four powerful archfey, a guide for creating new archfey, rules for travel using emotional truth instead of maps, chaotic seasonal and magical effects, pranks, consequences for getting lost, and 14 weird stops along the way - New races - New subclasses - New backgrounds - New feats - New spells - Fantastical questlines taking a party through the courts of the archfey and on magical journeys inspired by the fairy tales of the Brothers Grimm - A whole heap of chaotic encounters with strange fey creatures - Dozens of new monsters, including 8 ancient beasts, 3 dangerous plants, 4 extremely powerful archfey, a bunch of NPCs based on the new subclasses of the book, creepy new fey like the darkwood stalker and the time vulture, a powerful hag, and more

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 B7 Rahasia
B7 Rahasia
BECMI
Levels 1–3
32 pages
0

Gray Mountain lies deep in the lush elven forest. The temple there was a haven of meditation and learning - until taken over by an evil cleric known as the Rahib. Far under the mountain, he paces before the temple's great altar. A brown-robed servant rushes in and falls to his knees, trembling at the sight of the Rahib's black panther. "Rahib, adventurers came to the village as the sun rose - the strangers now protect Rahasia." A scowl crosses the Rahib's face. "I must have Rahasia! Attack again tonight." As the servant scurries away, a deep growl rises from the giant cat. Gripping the panther's leash, the Rahib paces again, speaking out loud. "We must dispose of these strangers quickly; the secret beneath the temple will not wait much longer." Note: the setting is unspecified, but certain tie-ins, like the wines, prefigure Ravenloft. See: https://twitter.com/chrisperkinsdnd/status/703751906703749120 TSR #9115

Cover of Tomb of Aknar Ratalla
Tomb of Aknar Ratalla
3.5 Edition
Level 14
23 pages
0

For hundreds of years, Aknar Ratalla's tomb remained undisturbed, the Black Blade safely hidden within its vaults. Can a band of adventurers use the tomb's guardians and traps to keep it that way? Long ago, Aknar Ratella brought pain and desolation down upon the land. His reign of ruin was finally ended by an unlikely alliance of the forces of law: a band of devils and devas slew the warlord but were unable to destroy his dangerous weapons and relics. They chose instead to hide these potent artifacts of evil in a remote tomb, selecting a devil and a deva to stand guard over the tomb for the rest of time. For many centuries, the tomb stood unspoiled... but now, a new player has entered the scene. After infiltrating the tomb themselves, a band of adventurers must become its guardians and use its denizens and traps to prevent a monstrous gnoll chieftain from claiming the deadly artifacts hidden within for his own nefarious glory. Pgs. 58-80

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 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 The Forbidden Caverns of Archaia
The Forbidden Caverns of Archaia
OSR
Level 1
295 pages
0

The lost city of Archaia - an ancient ruin sunken into the earth - lies deep in the badlands. In recent years, caravans from Eastdale have come under attack from orcs, goblins, and worse. Some say these blood-thirsty warbands have made lairs in the deep caves and ruins. Sill others say the ancient halls are filled with magnificent treasures left by the Archaians. Are you brave (or foolish) enough to delve The Forbidden Caverns of Archaia? The Forbidden Caverns of Archaia (FCoA) is a 296-page classic megadungeon for use with any old school fantasy role-playing game. The pages of Forbidden Caverns are crammed full with new material, maps, amazing art (including special surprizes by former TSR artists), as well as an amazing colour cover art by Ex-TSR artist Erol Otus that matches Barrowmaze Complete as a sister-book. The Forbidden Caverns of Archaia will keep your players on their toes and your campaign going strong for years. FCoA is brought to you by the Old School Renaissance (so don’t forget your 10’ pole).

Cover of Shadows on the Long Road
Shadows on the Long Road
5th Edition
Levels 3–4
17 pages
0

Travellers are going missing on the Long Road, on the 100 mile stretch between Triboar and Longsaddle. Our heroes investigate and discover a haunted mansion with a dark history and a gruesome secret. Their quest brings them to the very gates of hell itself, where an infernal abomination presents them with their greatest challenge yet... Inspired by a Clark Ashton Smith story.

Cover of Deep in the Vale
Deep in the Vale
5th Edition
Level 1
13 pages
0

The set-up is interesting in a way – the PCs are plain folks of the Vale, everyday people, and the module begins promising, with the Thor-ordained sporty trek around the vale that inevitably results in trouble. The module, obviously, tries to chronicle the step from everyday-Joe/Jane to hero and the tidbits on culture provided are intriguing. But this, as much as I’m loathe to say it, is one of the worst modules FGG has ever released. If I didn’t know any better, I wouldn’t expect Mr. Ward’s pen at work here. Let me elaborate: The premise, is unique and hasn’t been done much recently, but it suffers from this being an adventure – to properly invest the players in the setting a closer gazetteer, nomenclature, suggested roles and origins for casting talent – all of that should have been covered. They’re not. Worse, everything here is a) clichéd and b) a non-threat in the great whole of things.

Cover of ROS3 Curse of the Violet Corruption!
ROS3 Curse of the Violet Corruption!
AD&D
Levels 5–7
40 pages
0

What began as a subtle sickness has now spread into a full-blown contagion of magical origins around Roslof Keep! Although protected from the outbreak by their Mithel Standard, the Company of the Ivory Scimitar is now challenged with not only continuing their quest to defeat the Dungeon but also saving the town that they have grown to love. With unlikely allies forming from the other Mithel Companies, as well as unforeseen help within the labyrinth itself, the Ivory Scimitar must now take on the perilous task of curing the Violet Corruption while trying to discern the nature of its cause from somewhere deep within Mithelvanr's mad dungeon of self-propagating monstrosities! This adventure is formatted to both 1E & 5E gaming rules. Also available in PDF.