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78 adventures found
Unwelcome Spirits
5th Edition
Level 1
14 pages
0

An elder warlock from the goblinoid swamp village of Urzin has been kidnapped by soldiers of the Dwendallion Empire. Now the machinations of an evil imperial inquisitor might unleash an evil that could threaten the garrison at Fort Venture and the goblinoids of Urzin alike.

Cover of To Save A Forest
To Save A Forest
AD&D
Levels 4–6
16 pages
0

Only You can prevent forest curses! The population of a small town have been disappearing and its up to the party to save them and the town from a looming disaster.

Cover of The Grey Citadel
The Grey Citadel
3rd Edition
Level 5
112 pages
0

The whispered worries grow more fanciful and terrifying by the day... where has the loremistress gone?... what's wrong with the master smith?... who-or what-stalks the marketplace?... The questions need answers, and heroes are needed to do the asking! But the only thing worse than what hunts the mist-shrouded streets is what lies beneath them... Adventure in Dun Eamon: Demons roam the streets of the city of Dun Eamon, criminals rule the night and an important local power figure has gone missing. Can your heroes unravel the clues that lead through every social element of the city, into the hearts of its inhabitants and far below its streets in search of answers? Or are some mysteries better left unsolved? Uncover An Artifact: The Grey Citadel is a mini-campaign of urban detective work and dungeon exploration designed for four or more characters of 5th level. Set in a rain-soaked, rough-and-tumble frontier city, The Grey Citadel offers numerous colorful NPCs, a richly unique location, new monsters and magic items plus enough plot twists to provide hours of role-playing and door-kicking adventure where your wits must be as sharp as your swords!" This adventures mixes dungeon crawl with city investigation, keyed encounters and timed encounters.

Cover of War-Lock
War-Lock
5th Edition
Level 5
48 pages
0

Devilish sorcery and ancient steel merge in the form of a reborn menace rising in the wild hills on civilization's verge. As the badlands burn with wildfire, an arcane warlord gathers his monstrous troops under his tattered banner. He is rumored to be immortal, and it will take tremendous bravery, immense cunning, and more than a little luck for stalwart adventurers to end his campaign of malice. Can your mighty heroes locate the War-lock's one weakness before his forces drown the realm in blood and fire?

Cover of The White Boar of Kilfay
The White Boar of Kilfay
AD&D
Levels 3–7
16 pages
0

A dangerous beast - but one with a mission. Even the gods slip up now and then, but few dare remind them of it. Ri Conn's son was killed by the white boar of Kilfay, and he has passed sentence of death upon it! What starts as a hunting expedition for the PCs ends up being a grand adventure through the forest. Several interesting set pieces on the path of the boar's rampage are included in the adventure. The path of destruction leads through a goblin camp and ends in the tower of a now-dead mage (which still holds the target of the boar's ire, a mutated bulette that the mage bred). Will the party help the boar kill the bulette mutation, or let it free? Pgs. 32-47

Cover of Infernal Machine Rebuild
Infernal Machine Rebuild
5th Edition
Levels 5–10
111 pages
0

A fallen clock tower holds components from an ancient artifact. Upon discovery of the components, competing agents look to launch expeditions to uncover additional components scattered across distant places—and times. The now-lost Temple of Moloch and the construction site of the legendary Tomb of Horrors are two of those locations. However great the risks, finding the components demands the effort, for whoever does so can reassemble the fabled Infernal Machine of Lum the Mad!

Cover of The Raiders of Galath's Roost
The Raiders of Galath's Roost
3rd Edition
Levels 1–2
32 pages
0

This adventure focuses on a Zhentarim attempt to spread terror in Mistledale, although it is suitable for almost any lightly settled area northwest of the Sea of Fallen Stars. "The Raiders of Galath's Roost" is suitable for four 1st-level characters, but PCs should be at least 2nd level before tackling the adventure's second half, the Zhentarim Citadel. Even in the first half of the adventure, many of the encounters are quite formidable for 1st-level characters, and the PCs might find it necessary to withdraw and recover one or more times before completely exploring the ruins.

Cover of Vault of the Dracolich
Vault of the Dracolich
5th Edition
Level 4
39 pages
0

*THIS IS A D&D NEXT/5E PLAYTEST ADVENTURE* Imani, a Turmishan wizard and former adventurer, seeks the aid of heroes to infiltrate Dretchroyaster’s lair and recover the Diamond Staff of Chomylla—the key to powerful magic and wisdom locked away for thousands of years. In addition to his own sagely interest in the lore of lost Uvaeren, Imani recognizes the dangers of such powerful magic falling into evil hands. The dracolich has secured the staff in his lair’s cen- tral chamber, using ancient wards of protection that can be bypassed only by four artifact-idols once belong- ing to a cult of Bhaal. Each group of adventurers enters the dungeon through a different section of the dun- geon—a forgotten temple of Bhaal, a vast underground lake, a troglodyte village, or Dretchroyaster’s vaults. Dretchroyaster’s lair is no simple set of caverns and ancient ruins. It sits atop a source of great power and energy, which the dracolich and his Cult of the Dragon allies hope to use to unlock the secrets of the staff. Only by undertaking a unified assault against Dretchroyas- ter’s lair can the adventurers hope to recover the Diamond Staff and survive the dracolich’s fury. The adventurers must make their way through the lair and recover the Bhaalite idols that will help unlock the Diamond Staff, all the while dealing with the lair’s creatures and avoiding the dracolich as he pur- sues intruders. Entering the Chamber of the Diamond Staff, the heroes must overcome its magical wards and claim the staff before being slain by the dracolich and his servants.

Cover of B12 - Queen's Harvest
B12 - Queen's Harvest
BECMI
Levels 1–2
36 pages
0

The wizard Kavorquian is dead. But certain items belonging to his adopted son were in the wizard's keeping at the time of his demise. Now someone must venture into the silent vaults of Kavorquian's stronghold and recover the missing property. Queen's Harvest picks up its story where B11, King's Festival, left off. It can be played as a sequel to that adventure or as a complete adventure in itself. It is tailored for beginning Dungeon Masters and players and contains helpful hints on adventuring and the land of Karameikos. The story develops simply, but ultimately leads the player characters into the nether reaches of Penhaligon's politics to confront Ilyana Penhaligon, mad pretender to the throne! TSR 9261

Cover of The Mother's Curse
The Mother's Curse
AD&D
Levels 3–5
18 pages
0

Wednesday's child... It's a blessed event only if you can end the curse in time. People have been disappearing form the town of Monetenapoleone and a swamp has appeared blocking the towns trade route. It is up to the players to find what is causing all of these strange events and to stop it. Pgs. 32-49

Cover of DDA4 The Dymrak Dread
DDA4 The Dymrak Dread
BECMI
Levels 1–3
16 pages
0

Adventure Lies Ahead, Deep in the Heart of the Dymrak Forest Are you ready to meet the Lord Forester's challenge: to put an end to needless death and destruction by doing away with the goblin war chieftain, Kosivikh, and his evil band of raiders? Eager to prove yourselves as new adventurers and to collect a sizable bounty, you travel to the goblins' dungeon in the Dymrak Forest - a place that has captivated your interest for years, a place where few have dared to venture. Only you and your fellow adventurers can put an end to the rampant bloodshed and return peace to the territory. This module is recommended especially for beginner Dungeon Masters and players who are interested in dungeon exploration. Can be used as a follow-up to the DDA3, Eye of Traldar module or it can stand alone Features easy-to-follow rules on dungeon adventuring in the heart of the Dymrak Forest. TSR 9272

Cover of DDEX02-11 Oubliette of Fort Iron
DDEX02-11 Oubliette of Fort Iron
5th Edition
Levels 1–4
27 pages
0

When Fort Iron was taken from the duergar who inhabited it, much of their subterranean quarters were never fully explored. An ancient oubliette has been discovered and its contents have disturbed the miners. Can the mine and the miners be saved from the dangers of the Oubliette of Fort Iron?

Cover of The Terror of Screeching Hill
The Terror of Screeching Hill
5th Edition
Levels 1–3
16 pages
0

The Terror of Screeching Hill is an adventure designed for a party of four level 1-3 characters. Introduce your friends to Dungeons & Dragons or take a break from your current campaign and save the town of Stonehollow in this early level one-shot! To the villagers of Stonehollow, the flight of bats warns of an impending disaster. Earthquakes, which riddle the small mining town, often follow this omen causing cave-ins and trapping miners underground. Thankfully, the ground hasn't shaken in weeks. However, every night at sunset, a colony of bats fly over the town as a haunting cry echoes over Screeching Hill, a mound on the southern outskirts of the village. Villagers have begun to go missing, including the town's doctors Simon and Kirk Bartok, and some have suffered terrible wounds after being attacked by a relentless creature out of the darkness. With no doctors to treat the wounded and the expectation of more attacks, the villagers of Stonehollow turn to you for help. Will you investigate the terror of Screeching Hill and save the town from its reoccurring nightmare? Included: - A 16 page one-shot designed for level 1-3 characters - Unique maps - Two player handouts - A simplified document compatible with screenreaders

Cover of Mad God's Key
Mad God's Key
3.5 Edition
Level 1
20 pages
0

A hunt for a missing key leads the heroes from the streets of the city of Greyhawk to the Tomb of Blood Everflowing in the treacherous Cairn Hills. Pgs. 18-20, 22 & 24-39

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

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 SPA3: Crypt of the Elven King
SPA3: Crypt of the Elven King
5th Edition
Level 4
43 pages
0

Delve into the depths of the tomb of the long forgotten elven king to bring the eternal peace onto its disturbed dwellers. A 4-hour adventure for two 4th level characters. Small Party Adventure: Though the party size of 3–5 characters is considered optimal in D&D, there are times when you can only gather one or two players at most. This adventure is designed exactly for such occasions.

Cover of The Sword of the Dales
The Sword of the Dales
AD&D
Levels 1–4
32 pages
0

The Sword of the Dales, an icon of the Dalelands symbolizing the unity and strength of the people, has reappeared! Created by Shraevyn the weapons-mage hundreds of years ago, the lost Sword had become nothing more than a fantastic children's tale - until now. A group of warriors led by Randal Morn, rightful ruler of Daggerdale, rushed to the Sword's resting place to recover it, but dark forces awaited them, and Randal and his men fell to an ambush. Only one man escaped, yet he brought with him the hope that Randal Morn yet lives. Resolved to rescue his leader, that lone survivor turned to the great Elminster of Shadowdale for aid. But Elminster is gone, off plane-hopping while the fate of Daggerbale hangs in the balance. Hence, it is up to Lhaeo, scribe to the old mage, to find a group of heroes who have mettle enough to face down the menace which claimed Randal Morn and his hearty followers... This is the first of three adventures that grant player characters the opportunity to determine the fate of Daggerdale. The saga continues with "The Secret of Spiderhaunt" and concludes with "The Return of Randal Morn." TSR 9484

Cover of ASE1: Anomalous Subsurface Environment
ASE1: Anomalous Subsurface Environment
OSR
Levels 1–2
87 pages
0

"Put those dark elves back in their box and get your gonzo on! Riches, glory, and super-science await the bold and the clever in the deep places under the ground. This module describes the dinosaur- and wizard-infested future of the Earth, the city of Denethix, and the first level of the megadungeon that beckons from below: the Anomalous Subsurface Environment." Set in a post-apocalyptic future where Earth's remains are explored through dungeons filled with ancient tech, magic, and bizarre ecosystems, inhabited by various factions with their own agendas. This setting blends sci-fi and fantasy with a touch of the absurd, offering a playground for imaginative gameplay and storytelling. The module includes a gatehouse and the first level of the Anomalous Subsurface Environment, each designed with multiple pathways. Unique twists on monsters and magic items. Written for Labyrinth Lord

Cover of The Necropolis of Nuromen
The Necropolis of Nuromen
OSR
Level 1
19 pages
0

The Necropolis of Nuromen is a modular quest designed to let the referee introduce a group of 1st level characters to the thrills of Underworld exploration as they attempt to unravel they secrets of the evil necromancer’s lair and deal with some bandits, too. The Necropolis of Nuromen is set in a fantasy realm, beginning near the small town of Camlann Castle and leading adventurers to explore the sinister Necropolis of Nuromen. The narrative unfolds around Nuromen the Necromancer, who fell to ruin by dabbling in forbidden magic, leading to the downfall of his tower and the town known as Law's End. The adventure includes exploration of a haunted forest, encounters with various creatures, and a quest for lost treasures and magical artifacts hidden within the depths of the necropolis. To play this adventure you also require the BLUEHOLME™ Prentice Rules or the BLUEHOLME™ Journeymanne Rules. This is an updated Version of "Maze of Nuromen" from 2013.