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76 adventures found
Cover of Chalk Hill - Honeymoon at the Eight Maidens
Chalk Hill - Honeymoon at the Eight Maidens
5th Edition
Levels 2–4
26 pages
0

Synopsis: Chalk Hill is a lonely village on the edge of the Downs. Nearby barrows contain remains of long-dead kings. As is the local custom, a pair of young newlyweds went to the ancient standing stones for the druids to bless their union. They never came back. The heroes must find and return the couple, who have been taken into the grave of Eorl Wulfstan. The undead Eorl saw the new-wife in a dream, and she is the spit of his long-lost beloved, so he had his servants bring her to him. They slew the young man, who rose as undead under the Eorl’s control. Can the heroes find the survivor and put the dead back to rest? A 4 to 6 hour adventure for 4 to 6 Tier 1 characters—optimized for 5 characters of 3rd level. This adventure came about thanks to the generosity and encouragement of Dyson Logos, cartographer of Waterdeep: Dragon Heist. In it you'll find maps never before seen in a Guild adventure! "Chalk Hill" is an Old School "out and down" dungeon crawl, where brave adventurers venture into the wilderness and pit themselves against horrors which would set a-quiver the flesh of honest folk. It's proof you can have an OSR experience using the 5e rules!

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 Howling at the Moon
Howling at the Moon
5th Edition
Levels 2–4
16 pages
0

Nobody complained when the raids by goblins stopped. Until word got around that the monsters had been slain by other monsters! Our heroes have been sent to investigate and remove any remaining threat. Published by Fortiter Games.

Cover of Looking Glass Deep
Looking Glass Deep
3.5 Edition
Level 4
10 pages
0

A free short adventure for four 4th-level characters by Mike Mearls Looking Glass Deep is a flexible, site-based scenario that presents you with the details of the ruined abode of the wizard Urlen Sparlek -- and the gang of outlaws that now occupies the place. This 10-page adventure by Mike Mearls is designed for 4th-level characters. Unlike some site-based scenarios, Looking Glass Deep features a dungeon full of monsters that take proactive steps to defeat the player characters (PCs). Tzarrik the hobgoblin sorcerer is an intelligent tactician with the ability to spy on the party almost at will when the group is within the Deep. His ragged gang of followers work together as a team under his command to repel attackers. Throughout the course of the adventure, the characters have the opportunity to locate an artifact called book the key of the way , discover the mysteries of the throne of the Deep -- and perhaps, in the end, even gain themselves a new headquarters.

Cover of Hunt For A Hierophant
Hunt For A Hierophant
AD&D
Levels 6–8
14 pages
0

Sleepyhead. The only man who can stop the amphibian horde needs a wake-up call. The party must find a missing druid an bring his captures to justice. Pgs. 8-21

Cover of Pathfinder Adventure Path #32: Rivers Run Red (Kingmaker 2 of 6)
Pathfinder Adventure Path #32: Rivers Run Red (Kingmaker 2 of 6)
Pathfinder
Level 5
100 pages
0

A Pathfinder Roleplaying Game adventure for 4th-level characters, this volume of Pathfinder Adventure Path is part 2 of 6 of the Kingmaker Adventure Path, in which the heroes win and defend a small kingdom from threats foreign and domestic. PCs should advance to 7th level by the end of this adventure. The PCs receive a shipment of funds, materials, and colonists from Brevoy and beyond, along with instructions to build a town and attract more pioneers to their nascent country. Having already explored the northern reaches of their new domain, the PCs must now venture into the wilds to bring the rule of law to the south. Wicked fey inhabiting a ruined keep, undead haunting an ancient barrow mound, and others must be defeated to make the region ever more secure. Along the way, the PCs might also have the opportunity to ally themselves with some of the region’s local residents, including the dryad druid Tiressia, her satyr consort Falchos, and a band of gnome explorers called the Narthropple Expedition. In addition, the PCs will be called upon to mediate between two rival factions in the area: a group of independent loggers and the angry fey sorceress who opposes them. As they explore, evidence that a group of trolls is stirring up trouble in the region becomes apparent. Meanwhile, the PCs must deal with events within their burgeoning kingdom—a rabble rouser seeks to oust the PCs from their positions of power, the secretive cult of the hag goddess Gyronna has infiltrated the town, and a werewolf is preying on the townsfolk. All of these events build to the adventure’s twin climaxes: the sudden assault on their capital city by an owlbear of unprecedented size and the expansion of Hargulka’s trolls into the north. Faced with danger on multiple fronts, the PCs must draw upon all of their resources and bravery to become the undisputed rulers of the Greenbelt.

Cover of Mellorn Hospitality
Mellorn Hospitality
3.5 Edition
Level 7
22 pages
0

Every seven years, the elven village of Mellorell hosts the Festival of Life, an opportunity to trade, shop, and celebrate with the folk of nearby lands. But a dark secret that could cost the life of fairgoers draws the heroes into a plot that leads all the way to Hades. The core of the adventure is a short thirteen room lair with grimlock guards, a basilisk pet and Malifustal the Night Hag, who guards a portal to Hades. Pgs. 12-33

Cover of Witch of the Black Tree
Witch of the Black Tree
5th Edition
Levels 1–3
24 pages
0

A malicious and virulent force possesses the Vermyr Woods. The local wild-life has fled; known paths have mysteriously vanished or shifted; and locals have been found hanging dead from trees yet their eyes watch... they always watch. The hopes of the people are dwindling quickly. Believing that evil harpies have afflicted the woods, brave Captain Harkin set forth to serve them righteous justice! Even the mighty druid Algalor is nowhere to be found. Time passes and their worries compound. Why have the harpies attacked? What is the fate of Algalor and Captain Harkin? What is this mysterious evil that plagues the Vermyr woods? Who is Cartman's dad? The heroes will stumble into this mystery as they travel to Homid. They will discover the truth of the harpies as well as the fate of the heroes who safeguarded this region by delving deep into a forest labyrinth that feels alive! Will it consume them or will they be strong enough to defeat the evil at its core!

Cover of DDAL05-16 Parnast Under Siege
DDAL05-16 Parnast Under Siege
5th Edition
Levels 1–4
46 pages
0

Despite the adventurers’ best efforts, more creatures joined under Bad Fruul’s banner. No longer content to simply attack caravans or isolated homesteads, the hill giant warlord descends upon Parnast at the head of a great force of humanoids. SEER warns the adventurers (directly now) in time to rally the town and prepare defenses, but a heroic effort is required to break the siege.

Cover of Menagerie of Mysteries
Menagerie of Mysteries
5th Edition
Level 6
8 pages
0

In this level 6 adventure for 4-6 players the party comes across a man named Johann Dhomm who was transporting animals in cages to his private island where he has a menagerie (a kind of zoo) that he eventually wants to open to the public. But the animals have escaped and he asks the party to try and catch them alive for him. However, the animals are actually quite dangerous and range from Gazers to a Wyvern.

Cover of Madness at Gardmore Abbey
Madness at Gardmore Abbey
4th Edition
Levels 6–8
128 pages
0

This deluxe adventure takes heroes into the ruins of Gardmore Abbey, a monastery that was once the base of a militant order of paladins devoted to Bahamut. According to legend, the paladins brought a dark artifact back from a far crusade and stored it in their abbey for safekeeping, and evil forces gathered to assault the abbey and take it back. What the legends don’t tell is that this artifact was actually the Deck of Many Things, a force of pure Chaos. This adventure brings characters into the extensive dungeons beneath the ruins - dungeons that are warped and twisted with the raw forces of Chaos surrounding the cards of the deck.

Cover of FRQ1 Haunted Halls of Eveningstar
FRQ1 Haunted Halls of Eveningstar
AD&D
Levels 1–5
32 pages
0

Welcome to the picturesque village of Eveningstar, nestled at the foot of the Stonelands where the River Starwater winds down a gorge and snakes into the King's Forest. Here, the Knights of Myth Drannor began their famous adventures. Here, the Ladies of the Brazen Blade, The Company of the Singing Sword, The Steel Shield Band, and many other came, clutching royal charters from King Azoun with the ink scarcely dry on the parchment. Some fell, some went on to greatness-but they all came here first; to the Haunted Halls. Despite numerous infiltrations, the Halls have not yet yielded all their secrets or treasures. Many dangers lurk as deadly as ever in dark chambers herein, awaiting new companies of eager-eyed adventurers. Is it your turn to dare The Haunted Halls? Many come, but few survive to again see Eveningstar's beauty. Welcome, then. Enter in, and find in these pages: A challenging introductory level dungeon. A detailed countryside setting, including important local personages, local color, and guidelines for play. Suggested campaign plots and adventures. New spells. New magical items. New monsters. A splendid campaign can begin here. Adventurers in an ongoing campaign can stop by for a memorable visit. Those looking for an underground stronghold may even find a home in the Haunted Halls of Eveningstar. TSR 9354

Blind Man's Bluff
3.5 Edition
Level 6
6 pages
0

A pair of leprous mountain dwarves plead for the rescue of their compatriots from a deadly ettin-wight

Secrets of the Greenwold: Caravan of Peril
5th Edition
Levels 1–20
22 pages
0

Caravan of Peril takes place on the unprotected roads and trails of the wilderness between cities. Merchants, pilgrims, and wanderers have long banded together in wagon caravans for safety when setting off into the wild -- yet a caravan is only as safe as its hired guards. There's plenty of coin to be had on the road for those with a swords (or spell book), a steady will, and a taste for adventure. This adventure begins assuming the characters have all signed on as caravan guards. Their motivation may be money, wanderlust, or a hasty need to get out of town. Whatever the case, payment is 25gp each, paid upon safe arrival in the next city. Along the way, the characters will brave the dangers of the wilds, make some unusual acquaintances, and be ambushed by crafty goblins.

Cover of Encounters in the Savage Frontier
Encounters in the Savage Frontier
5th Edition
Levels 1–8
72 pages
0

What could happen while traveling the vast Savage Frontier? Just about anything! Encounters in the Savage Frontier includes 24 unique encounters of various difficulty that can be used while the adventuring party travels the Savage Frontier. It also includes several new creatures and magic items, digital hand-drawn maps (10 as downloadable .jpg files), and original artwork. Some of the encounters are short and brief, while others may take you a full gaming session to complete. Available for Fantasy Grounds

Cover of The Hunt in Great Allindel
The Hunt in Great Allindel
AD&D
Levels 4–7
15 pages
0

While you search for treasure, others search for you. A treasure vault without guards or traps - can it be true? Pgs. 16-30

Cover of Ring Out, Wild Bells
Ring Out, Wild Bells
5th Edition
Level 3
19 pages
0

For the past 9 years the small town of Haren’s Watch has been plagued by a wicked fey spirit known only as Mr. Grin. Every year the creature and its fiendish little minions torment the town over the course of three nights, culminating in the kidnap and transmutation of one of the village children into a lifeless statue made entirely of coal. It is the tenth year of Haren’s Watch suffering this calamity and this year, amidst a raging blizzard, a weary party of adventurers seeks refuge in the small village... The adventure favours characters and players who enjoy roleplaying and exploration but contains additional optional encounters for players who enjoy more combat focused play.

Cover of Massacre at Fort Dolor
Massacre at Fort Dolor
4th Edition
Level 8
22 pages
0

The outpost of Fort Dolor has experienced an unprecedented stretch of peace in recent times. Then nearly the entire garrison disappears on a supposed routine patrol, and the town— still on the frontier— is left nearly defenseless. Can the adventurers dig to the bottom of the mystery at Fort Dolor before they, too, disappear? Pgs. 82-103

Cover of C2 The Ghost Tower of Inverness
C2 The Ghost Tower of Inverness
AD&D
Levels 5–7
36 pages
0

A shadow from the past, the Ghost Tower of Inverness has loomed ever larger in the mind of the great Seer of Urnst, Now he has convinced the Duke that an expedition should be organized to go to the ancient keep and recover its greatest treasure — the fabled Soul Gem. TSR 9038

Cover of Warriors of Sehanine
Warriors of Sehanine
5th Edition
Levels 3–5
38 pages
0

How dangerous is a wounded dragon? A black dragon has seized Ravenglade Keep, though not without resistance! Badly wounded in the fight, the Warriors of Sehanine have fled their home and now turn to the outside world for help. There’s no time to lose! Can you arrive at Ravenglade Keep in time and discern allies from foes on the way? Warriors of Sehanine is a Dungeons & Dragons adventure module for a party of four to five characters from 3rd to 5th level. • Experience the Wood of Sharp Teeth on the way to Ravenglade Keep in a 12 to 16 hour adventure of 38 pages, written by Mithral Best Selling creators Florian Emmerich, JVC Parry and DMsGuild Adept Ashley Warren • Rock the (virtual) table with four breathtaking maps by Dean Spencer & Erin Harvey that come with player and DM versions • Bring the adventure to life with stunning artwork and player handouts by Raluca Marinescu,Henrik Rosenborg & Nathalie Lehnert • Show the NPCs with selected exclusive Trash Mob Minis