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190 adventures found
Cover of HS2 - Orcs of Stonefang Pass
HS2 - Orcs of Stonefang Pass
4th Edition
Level 5
32 pages
0

Stonefang Pass wends its way through the mountains of the Stonemarch, home to brutal tribes of orcs. The time has come to clear the pass and gain a foothold, so that it can be used for trade between the town of Winterhaven and the lands beyond the mountains. Brave adventurers are needed to rid the pass of monsters and liberate Stonefang Keep from the orcs. Who’s up for the challenge?

Cover of Siege of Kratys Freehold
Siege of Kratys Freehold
AD&D
Levels 1–4
13 pages
0

The orcs remember Tarran Kratys. Today he wishes they had not.

Cover of The Halls of Beoll-Dur
The Halls of Beoll-Dur
AD&D
Level 8
17 pages
0

Built into what was thought to be an inactive volcano, the Halls of Beoll-Dur were created as an isolated training ground for dwarven clerics. However, upon their mountain shaking itself awake the dwarves discovered that they shared the mountain with something far more sinister. Few escaped to tell of the massacre as an horde of salamanders rising from the fiery depths, claiming the halls for their king. Now the temple sits desecrated, waiting for the day that hero's will purify it of the evils within. Pgs. M1-M16

Cover of The Accursed Tower
The Accursed Tower
AD&D
Levels 1–3
32 pages
0

The PCs begin in the port city of Luskan, where they're hired on by a caravaning merchant to perform guard duty for the long, dangerous journey over the Spine of the World Mountains. If the heroes do well, they reach the small town of Targos, where they hear rumors of a dead mage's lost tower out on the tundra. In order to find it, the PCs must overcome numerous obstacles but may find allies in the peoples of the Ten-Towns region, including a barbarian prince, a sly halfling, and a unique ranger. Not all is as it seems, though, nor can all smiling faces be trusted. Can the PCs separate the truth from the lies, locate the Accursed Tower, determine all its secrets, and survive?

Cover of The Maze of Zayene M1 - Prisoners of the Maze
The Maze of Zayene M1 - Prisoners of the Maze
3.5 Edition
Levels 8–12
60 pages
0

To Kill A King Death to King Ovar the tyrant! Life to law and order! Four characters are charged with a mission so insane, so daring, that terming it an assassination does not do it justice. Are the four volunteers who would lay low King Ovar killers or heroes? If murderers, how are they better than the madman theyre assigned to kill? And even if they are mere assassins, are they determined enough to overcome the Maze of Zayene? Snared in the Wizards Web

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 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 The Keep at Koralgesh
The Keep at Koralgesh
BECMI
Levels 1–3
22 pages
0

Buried in fire, but hardly dead. Only the Keep survived the destruction of Koralgesh, but few adventurers will survive the terrors that now stalk the lost Keep's halls. Players hear rumours of the Keep at Koralgesh and then traverse it to acquire the treasure within. Pgs. 45-64

Cover of The Star Cairns
The Star Cairns
AD&D
Levels 5–8
48 pages
0

The Lost Tombs, Volume 1 Derro swarm in the Abbor-Alz. The Doomgrinder windmill's blades approach their zenith. Strange sightings in Hardby and rumors of a bandit empire in the mountains have commoners and nobles concerned. The Circle of Eight hopes that the key to averting this disaster can be found in the mysteries of a group of five ancient crypts, the Star Cairns. But first someone has to find the fifth cairn.... Five separate adventure sites playable individually or linked together, The Star Cairns can provide a diversion for treasure-hungry adventurers - or can be used as the seeds for an extensive campaign. Although the adventures are designed for four to eight characters of levels 5-8, each section can be adjusted for weaker or stronger groups. TSR 9579

Cover of UK3 The Gauntlet
UK3 The Gauntlet
AD&D
Levels 3–6
38 pages
0

Indomitable it stood for centuries, a symbol of order in a world of chaos. Bastion of the pass through the Kamph Mountains, the very stones of the Keep of Adlerweg were the stuff of legends. What evil power had strength enough to take it? How were its defenses swept aside? Fell creatures now attend the battlements that overlook the only pass between Berghof and the sea. This is not a pretty problem to be solved by the militia of the local villages. These and more may be needed to withstand the mayhem stirred up by the fall of the keep. Indeed, if the Keep is not retaken, and retaken soon, the Hold of the Sea Princes itself may not be secure. Now is the time for heroic action. Aided by the Sentinel, former protector of the legendary Guardians of Adlerweg, have you the courage and the determination to rid the keep of its sinister occupants? UK3: "The Gauntlet" (1984), by Graeme Morris, is the third UK-series adventure and the second half of the two-part Adlerweg series. It was run as the final round of the GamesFair 1983 AD&D Open (and won by a RuneQuest fan!). It was then published in 1984. TSR 9111

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 The Demon Stones
The Demon Stones
OSR
Levels 4–5
79 pages
0

When huge stones fall out of the night sky, A deadly curse settles over Gravencross. Help the village exorcise the Demon Stones. “The sun had set an hour ago, and the rain lashed down and the wind howled on the dark moor. A storm this late in the season was unusual, but this one seemed different. The clouds were more menacing, tinged with anger, the rain colder and more biting than usual. Skerrill had to find the lost calf and get him back to the farm before his father came back from the city on business. He’d been looking for two hours now, and he was right in the middle of the moor when the storm hit. He knew he should have turned back as soon as darkness fell, but then he was never the brightest boy in the valley. If only he had remembered to lock the farm gate. The calf was now likely dead anyway having stumbled among the boulders and rocks, panicking in the dark, and then fallen in a floodwater stream and drowned. Either way, he was in more trouble than he could imagine. Suddenly, a bright flash of white light and a roaring peal of thunder were preceded by an explosion as a huge object fell from the sky and impacted the ground of the moor no more than a stone’s throw from him. Dirt, mud, water, and debris erupted from the impact site, flying high into the air and then covering the moor for hundreds of feet all around. Skerrill was knocked to the ground instantly and covered in the fallout from the blast. His ears rang and his head spun, but he staggered to his feet in a daze. He stumbled to where the blast had happened only moments before, and in a depression in the ground lay a huge stone glowing orange as if hot. Skerrill passed out. Two more thunderous explosions crashed in the distance.”

Cover of Tomb of Abysthor
Tomb of Abysthor
3.5 Edition
Levels 2–8
64 pages
0

Restore an Abandoned Temple Enter the catacombs near the desecrated Temple of Muir, Goddess of Paladins, and search for the lost tomb of Abysthor. Will your party be able to cleanse the evil that now inhabits these once-sacred halls, and recover the Stone of Tircople? Can your characters survive the traps of an undead sorcerer? Will your players discover the chamber of Living Rock and the secret power it holds? Adventure awaits! Gold and Glory! A fantasy adventure published for the D20 system, The Tomb of Abysthor is the first module in Necromancer Games Dungeon series and can be played as a stand-alone story or in conjunction with The Crucible of Freya and the forthcoming city supplement Bards Gate. What secrets lie hidden in the tomb of Abysthor?

Cover of N2 The Forest Oracle - Classic Modules Today 5e Conversion
N2 The Forest Oracle - Classic Modules Today 5e Conversion
5th Edition
Levels 2–4
10 pages
0

The land lies under a curse. Fruit drops to the ground, its pulp black and rotten. Leaves curl and wither on the branches. Animals flee the parched vale, or starve. Long ago, the Downs prospered under the care of Druids, but the priests of nature have retreated deep into the woods and rarely show themselves. One old man claims that the Druids have the power to save the valley, if only someone could find their Oracle to seek help. Will you reach the Forest Oracle of the Druids in time? And if you do, can they really lift the curse? Or does the answer lie elsewhere? Only the most daring and cunning adventurers will save the Downs. N2: "The Forest Oracle" (1984), by Carl Smith, is the second AD&D adventure in the novice (N-) series. Unlike its predecessor, it is not intended for 1st-level adventurers, but instead for 2nd level and up. This conversion guide allows DMs to run the original module with 5th Edition rules and provides a reference sheet for encounters. Also contains suggestions for placement in the Forgotten Realms. To use this conversion guide you will need a copy of The Forest Oracle, originally available in hard-copy and now for sale in Digital format on the DMs Guild. Visit Classicmodulestoday.com to find out how you can create your own classic module conversions and sell them on the DMs Guild.

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

Cover of The Titan's Dream
The Titan's Dream
AD&D
Levels 5–9
11 pages
0

A bizarre journey into the realm of sleep. A casual visit to a living, nightmare theater. The King sends the party to speak to the Oracle, a Titan named Andromicus and ask about the fate of the kingdom. But the titan is asleep and sleeping he draws the heroes into his dream! This very weird adventure imagines the titan is dreaming three different five act plays whose stories intertwine and intermix randomly. The heroes find themselves in a random act of a random play and must "solve" the central tension of the act to put the Titan's mind at ease and move on to the next Act. Once they solved five different acts (which may happen out of order and each be from different stories) they exit the dream and the Titan wakes, allowing the players to ask the Titan Oracle a question. Some acts are short roleplaying encounters, some are full on combat scenarios. While the players can earn experience, and might get some cash, any magic items they find are illusory! A unique adventure with a lot of promise for an open-minded DM. Seems very like a classic Star Trek episode and in fact follows many of the same rules about Gods and Dreams. Pgs. 5-15

The Monsters Within
5th Edition
Level 4
13 pages
0

Wild transmutation magic suddenly blasts through the sleepy town of Pinebrook Dell, turning the inhabitants into classic D&D monsters! Can the party reverse the effects as they too begin to slowly mutate? This one-session adventure is a love letter to classic D&D. Every monster the party might encounter dates back to the earliest days of the game... and the players are slowly turning into monsters themselves! Mechanics are provided for players to start turning into monsters (Gelatinous Cube, Beholder, Mind Flayer and more!) as the adventure progresses, with fun puzzles tailor-made to highlight their monstrous new abilities. This module is for 4-6 characters at level 4.

Cover of Axe of the Dwarvish Lords
Axe of the Dwarvish Lords
AD&D
Levels 13–15
192 pages
0

The Dwarven clans are in chaos, and a powerful host of goblins stand poised to sweep over the land in a wave of death and terror. Only the Axe of the Dwarvish Lords- one of the most powerful weapons ever created by the dwarven race- holds the key to ultimate victory against the massing humanoids. Can the PCs brave the labyrinth of an abandoned dwarven stronghold to find the Axe? TSR 11347

Cover of N1 Against the Cult of the Reptile God
N1 Against the Cult of the Reptile God
AD&D
Levels 1–3
28 pages
18  0

"Terror by night! The village of Orlane is dying. Once a small and thriving community, Orlane has become a maze of locked doors and frightened faces. Strangers are shunned, trade has withered. Rumors flourish, growing wilder with each retelling. Terrified peasants flee their homes, abandoning their farms with no explanation. Others simply disappear. . . No one seems to know the cause of the decay -- why are there no clues? Who skulks through the twisted shadows of the night? Who or what is behind the doom that has overtaken the village? It will take a brave and skillful band of adventurers to solve the dark riddle of Orlane!" TSR 9063

Cover of WE-1: Red Dawn
WE-1: Red Dawn
5th Edition
Levels 1–4
67 pages
0

WE-1: Red Dawn: An Eberron adventure about the end of the world. The year is 1019 YK, and the world is ending. Twenty-three years ago, the nations that were once Galifar signed the Treaty of Thronehold and ended the Last War. Now, the drums of war rumble once again. The peace that lasted a generation is threatened, and Eberron may go to war once again. As a member of the Scions of the Second Dawn, a secretive order dedicated to studying the Draconic Prophecy, this is merely background to you. Or, it was, until the eve of your initiation as full Scions. You emerged from the rite to find your monastery destroyed, bandits looting it, and all your friends and allies slain. You are the last survivors of your order, and the world is ending. You cannot stop the end of the world. But you can rebuild it. Can you escape the wreck of your secret order’s monastery, journey across the mountains in winter, search the mountain valley to unlock the cipher, and discover how to rebuild the world? Or will your frozen bodies join those of your fellows? Will you fall to fatalism and ennui, or will you fight to save what can be saved and rebuild what can be rebuilt? Find out, in the light of this RED DAWN.