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44 adventures found
Cover of Gorgoldand's Gauntlet
Gorgoldand's Gauntlet
3rd Edition
Level 1
13 pages
0

“Gorgoldand’s Gauntlet” takes place in a cave network in the side of a cliff overlooking a lake and can be inserted easily into any campaign. Gorgoldand’s Gauntlet is a site-based adventure with a pre-dominance of puzzles and traps. The PCs discover a map leading to the Gauntlet and explore it looking for treasure. They test their strength and wits against various traps and puzzles created by a gold dragon who converted a cave network into a proving ground to surreptitiously test the abilities of local adventuring bands. If they make it all the way to the end of the Gauntlet, they’ll have the chance to fight a dragon construct made of the dungeon's treasure hoard and have the chance to gain access to a magic item that can have a significant impact on their adventuring careers. Pgs. 39-51

Cover of Doors to the Unknown
Doors to the Unknown
AD&D
Levels 2–10
63 pages
0

Four doors of mystery appear in the Cage. They lead to four adventures, if a basher has the dark of them. "These aren't doors in the traditional sense, cutter, but they're portals just the same. They appear for a short time every 500 years, popping up in different parts of Sigil. Each hides a mystery that's waiting to be solved, and together they just might hold the key to a secret of the multiverse. All a body's got to do is tumble to the right keys, open the doors, and face down the Unknown." - Estavan, merchant lord Doors to the Unknown is a collection of four Planescape adventures that can be played separately or as a mini-campaign. When four doors appear in the Cage, the barmies crawl out of the shadows, and the heroes get drawn into events that could have consequences for the entire multiverse. Each door leads to a different plane and a different deadly challenge for the player characters. Together they offer a way to stop an ancient menace before it strikes again.

Cover of Broken Chains
Broken Chains
Pathfinder
Level 6
32 pages
0

The slave markets of Katapesh may be an unsavory sort of business, but the trade metropolis’s enigmatic law enforcers have few qualms with the legal act of selling and buying flesh. Other factions, including the abolitionist Eagle Knights of Andoran, have their own opinions on the matter, however, and frequently send undercover agents into dangerous territory to break up slave rings. When one such Eagle Knight goes missing while investigating an underground slave operation beneath the dilapidated Twilight Gate district, it’s up to the PCs to delve an abandoned (but hardly uninhabited) qanat beneath Katapesh and discover her dire fate. Yet not everything is as it seems in the dank slave caverns under Twilight Gate, and clues hint that the slavers may have even more loathsome connections than initially suspected.

Cover of The Dancing Hut
The Dancing Hut
AD&D
Level 9
19 pages
0

Exploring Baba Yaga's Dancing Hut. This adventure design to test high level PCs can be used in a variety of scenarios as the DM sees fit.

Cover of War of the Wielded
War of the Wielded
3.5 Edition
Level 5
14 pages
0

Centuries ago, two rival thieves' guilds crafted a number of intelligent weapons to aid them in their conflicts. Although the guilds are now long dead, their weapons remain, and have begun to recruit new soldiers from the people of Sasserine. Can your PCs put an end to this deathless war?

Cover of DF2.5 Gang War!
DF2.5 Gang War!
AD&D
Levels 2–5
4 pages
0

Gang War! is a companion adventure made to go along with the events unfolding in Folio #9 (DF2 The Lost Apprentice). It contains the information needed to run a side advenute during the events of The Hidden Valoria Campaign. Yep, you've stepped in it now! Cross blades with several of the gangs of the Patina to help avoid an all-out war that is likely to set the neighborhood ablaze! Once again the players are pressed into service to help keep the peace in the Patina when a rumor of a murder and deciet will pit on gang against another, their tenuous alliances threatening to pull other gnags into the mess as well. This adventure is formatted to both 1E & 5E gaming rules.

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 Palace of the Vampire Queen
Palace of the Vampire Queen
BECMI
24 pages
0

Dungeon Masters Kit - Number 1 Palace of the Vampire Queen For three centuries the peasants of the Dwarvish island of Baylor have feared the raids of the Vampire Queen and her minions. Sweeping down at night from the palace in the shrowded peaks of the island, they range even further in their search for blood. And not only blood - the children of dwarf peasants often disappear if they are so unfortunate as to be out at night. Even the cities are no longer safe. The most recent victim was the Princess of Baylor, daughter of King Arman, who was taken in a midnight raid on the capitol city of At Toe within past weeks. King Arman has offered fabulous riches and land holdings with titles to the person or persons who can brave the stronghold of the Vampire Queen and return his daughter to him alive and well. But, in truth, he holds little hope. For even King Arman, Ruler of Baylor, Defeater of the Ten Orc Tribes, is afraid in his heart to face the Vampire Queen. Published by Wee Warriors, Distributed by TSR

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 The Bullywug Gambit
The Bullywug Gambit
3.5 Edition
Levels 3–5
37 pages
0

When an attempt to arrange an early inheritance backfires, a man of lesser ambition than Vanthus Vanderboren would no doubt withdraw into his sister's manse to hide under her skirts and pray that the truth of his patricide remain hidden. Fortunately for Vanthus, lack of ambition has never been a problem. Now the Vanderobrens' prodigal son slinks east along the coast of Blood Bay, lured by rumors of an incredible prize kept in a smuggler's hideout called Kraken's Cove. Yet what he is destined to find there is far more than a lucrative bit of banditry. What awaits him is the savage tide. "The Bullywug Gambit" is the second 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 "Savage Tidings" articles, a series that helps players and DMs prepare for and expand upon the campaign. Issue #349 of Dragon magazine looks into the region surrounding Sasserine, and provides useful information if your PCs wish to explore this area more thoroughly than they do in the course of this adventure. The hidden caves of Kraken's Cove have long served the pirates of the Crimson Fleet as a place to stage their smuggling operations. When their latest cargo backfires, the PCs find themselves faced with something far worse than murderous pirates. Pgs. 12-48

Cover of The Village of Lost Children
The Village of Lost Children
5th Edition
Levels 3–4
13 pages
0

"Men and women walk the streets of Stonefoot, but the laughter of playing children is nowhere to be heard. Over the past year, the village's children have gone missing in the middle of the night. Who will uncover the mystery of these disapearances and stop the curse before it leaves Stonefoot without a future?" From the DMsguild description. The party is tasked with saving the last child in the village and eventually retrieving the kidnapped children. The villains first appear to be goblins, but after a hunt and a fun teleportation maze, they find out a human mage is behind it. The mage has been transmuting the children into human-goblin hybrids.

Cover of I1 Dwellers of the Forbidden City
I1 Dwellers of the Forbidden City
AD&D
Levels 4–7
28 pages
0

Somewhere in the heart of the steaming jungle lies the answer to the whispered tales - rumors of a magnificent city and foul, horrid rituals! Here a brave party might find riches and wonders - or death! Is your party brave enough to face the terrors of the unknown and find the Forbidden City! TSR 9046

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 Palace in the Sky
Palace in the Sky
AD&D
Levels 7–10
20 pages
0

The giants are only a half-mile away - straight up. Giants and humanoids that sail down from the heavens? Where could they be coming from? No base town or general area map has been provided, as this adventure can take place anywhere and can be easily integrated into any existing campaign.The DM should make sure that the town in which the PCs start is large enough to provide most anticipated supplies, spells, and services. This module is not a simple hack·and slay expedition. It also involves diplomacy and wit; if the PCs attack everything in sight, they may be destroyed. But the adventure is not entirely negotiation, for it has a good share of hearty dungeon exploration as well. Pgs. 4-23

Cover of In the Dwarven King's Court
In the Dwarven King's Court
AD&D
Levels 3–5
17 pages
0

The game is afoot in the royal palace. A thief prowls the dwarven palace, but even more goes on than meets the eye. Set in in a dwarven kingdom, a peace treaty with an aggressive rival kingdom is to be signed with ceremonial gifts exchanged to mark the occasion. However the treaty is put in jeopardy when the ceremonial sword that was gifted to the kingdom is stolen before the signing. The adventure begins when the characters receive a vision that directs them to help the kingdom. They must investigate the mystery of the missing sword, navigating a diverse cast of palace dwarves in order to preserve peace in the kingdom. A tale of intrigue, can the heroes find the sword before it is too late? Pgs. 16-32

Cover of Wild in the Street
Wild in the Street
AD&D
Levels 1–3
4 pages
0

Don't feed the animals. Be kind to animals or else. The party is shown a rare set of baby monsters that they must face. Pgs. 56-59

Cover of The Mines of Madness
The Mines of Madness
5th Edition
Level 3
47 pages
0

The wizard Abracadamus hid the Forever Stone in the darkest depths of a failing mine, coerced monsters into serving as guardians, and rigged the dungeon with traps galore. Then he died, as all good wizards do. Many heroes have fallen prey to the Forever Stone’s lure of immortality. To date, only one stalwart band has plunged into the Mines of Madness and lived to tell the tale. You think you’re better than them? You think you got what it takes to grab life by the stones and conquer the dungeon that won the 2012 Gygaxian Award* for Bonecrushing Awesomeness? We seriously doubt it, but go ahead . . . prove us wrong! Mines of Madness is a Very Special D&D® Next Adventure written for PAX East 2013 and designed for four 3rd-level characters.

Cover of DDEX03-10 Quelling the Horde
DDEX03-10 Quelling the Horde
5th Edition
Levels 1–4
28 pages
0

The Red Plumes have increased patrols in the region surrounding Hillsfar, and a string of disappearances has followed in their wake. Naturally, this has roused the suspicion of the factions. Join your factions and find out the truth behind the missing farmers. A four-hour adventure for 1st-4th level characters.

Cover of Cryptic Entry
Cryptic Entry
5th Edition
Levels 1–2
23 pages
0

Intrepid explorer Reslin Kine garnered a modest reputation and fortune for himself throughout his years adventuring. When he learned he'd die of an incurable illness before his first child would be born, Reslin hired the best workers and wizards he could find to create a vault to protect his son's inheritance. Reslin kept a journal of his efforts, logging the information necessary for his heir to find the vault and claim its treasures. Whatever came of Reslin Kine, his family, or his treasure is now the stuff of stories. Through whatever circumstance, the party has managed to get their hands on a few tattered pages of Reslin’s journal. The cryptic entries noted there contain clues to finding his vault, and the treasure which awaits inside!

Cover of Warlock of the Stonecrowns
Warlock of the Stonecrowns
AD&D
Levels 4–10
64 pages
0

High in the Stonecrown Mountains, a new source of dark magic stirs, wakes, and spreads its wings to shroud the land in shadows. The Warlock of the Stonecrowns, an awnshegh regent who is as evil as he is powerful, is draining other regents' sources of magical power, choking their ability to cast the most powerful form of magic of all - realm magic! If that isn't enough, the Warlock threatens to close the only pass connecting the trade-kingdom of Cariele to the rest of Anuire. An army of orogs and ogres is gathering to the Warlock's banner: Are your heroes equal to the challenge of the twisted magic of the Warlock of the Stonecrowns? This open-ended, "adjustable" BIRTHRIGHT adventure is suitable for use with either mid-level (4-6) or high-level (7-10) player characters. TSR 3110