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47 adventures found
Cover of The House of the Brothers
The House of the Brothers
AD&D
Levels 6–10
6 pages
0

Old fog giants never die - they just slowly fade away. The House of the Brothers is an AD&D® game scenario for 3-6 characters of levels 6-10. Parties composed of less-experienced players should have higher levels, while seasoned players may be able to handle this adventure with lower-level characters. This scenario is designed to fit into the WORLD OF GREYHAWK™ Fantasy Setting. It takes place in hex M5-127 on the WORLD OF GREYHAWK boxed-set maps, three hexes north of Loftwick in The Yeomanry, on the border of the Jotens mountain range. If desired, this encounter may be used to expand a campaign using the supermodule GDQ 1-7 Queen of the Spiders, or it may stand alone. Of course, the scenario can be easily adjusted to fit into nearly any campaign world. The entire adventure may be dropped into a single evening's play. Pgs. 26-31

Cover of The Eternal Boundary
The Eternal Boundary
AD&D
Levels 1–5
32 pages
0

Welcome to the Cage, friend. You'll want to watch your back in Sigil - it seems every cutter here's got a way to peel a clueless basher, and you're no exception. Besides, there's something happening down in the Hive that's got the factions in an uproar, and word is you're the cutter to look into it. Barmies and bubbers have been waking up in the Dead Book, but they haven't been staying there. They've been returning to Sigil with minds restored, telling tales of the Eternal Boundary. But the air's turning foul here in the Cage, and there'll be blood spilled soon if someone doesn't learn the dark of things, an quick! The Eternal Boundary is a Planescape adventure for a party of four to six characters of 1st to 5th levels. Players are introduced to the city of Sigil - the Cage, as some call it. Inside this crossroads to the planes, a sinister plot unfolds, leading the heroes into the most dangerous and desperate part of town - the ramshackle slum known as the Hive. Do your player characters have what it takes to confront the Eternal Boundary - and pass beyond?

Cover of ROS4 Secrets of the Wildlands
ROS4 Secrets of the Wildlands
AD&D
Levels 6–9
36 pages
0

Chaos reigns outside Roslof Keep, and the spread of the violet corruption runs deep within Mithelvarn's Dungeon. Now, the Company of the Ivory Scimitar must not only face the challenges of the Roslof delve, but will also find the dangers of the Kelmalin Wildlands must be overcome as well if they are ever to get to the bottom of the deadly plague that ravages the land. Time is running out, and only those brave enough will be able to face the horrors of the Glade of the Burning Dead and the dark recesses of The Hill. This adventure is formatted to both 1E & 5E gaming rules. Also available in PDF.

Cover of H2 The Mines of Bloodstone
H2 The Mines of Bloodstone
AD&D
Levels 15–18
48 pages
0

The most deadly dungeon ever devised! High-level characters brave the unexplored corridors of Deepearth to confront perhaps the most feared adversary in the AD&D game. The second chapter of the Bloodstone Pass saga follows the conclusion of the desperate war against the bandit army. A cold and bitter winter drives the villagers to the edge of starvation, and numerous horrors strike the town of Bloodstone Pass. Join the adventure as the heroes explore the depths of the ancient bloostone mines, now inhabited by fearsome demons. There they hope to uncover the fantastic treasures rumored to exist in the unknown darkness. But deep within the mines, all is not what it seems.... This module uses the new rules from the Dungeoneer's Survival Guide and Wilderness Survival Guide. The adventure also includes optional BATTLESYSTEM scenarios fought entirely underground. These supplementary products are not required to play the adventure, however. TSR 9168

Cover of The Witchwar Legacy
The Witchwar Legacy
Pathfinder
Level 17
32 pages
0

The witch queens of Irrisen must abdicate their thrones every 100 years when their mother, Baba Yaga, places a new daughter on the throne. But one queen was unwilling to relinquish her rule, and led a doomed rebellion against the Mother of Witches. Afterward, Baba Yaga entombed her wayward daughter in an icy necropolis known as the Veil of Frozen Tears, along with a powerful artifact called the Torc of Kostchtchie, hiding them both far from mortal eyes. Now, almost 500 years later, the tomb has been found, and the race is on to plunder its treasures.

Cover of Die Vecna Die
Die Vecna Die
AD&D
Levels 10–13
160 pages
0

The End of the World Is at Hand! A hideous death cult has seized control of an ancient artifact-monument known as Tovag Baragu. The power behind the cult is the Old One himself, Iuz the Evil, demonic master of an empire. He's on an all-or-nothing quest for supremacy over the world—and the heavens beyond. To stop him, heroes must face horrors never dreamed of, journeying to a shadowed city where Death rules and the living cower. Here, Iuz will achieve his mad dream by destroying the imprisoned master of that alien citadel: Vecna, the mightiest lich, an immortal demigod. Two items exist with the power to stop Iuz—the Eye and the Hand of Vecna—but using them carries fantastic risks. Not even the gods know what will be unleashed when these items are fully activated. Die Vecna Die! takes the heroes from the Greyhawk campaign to the demiplane of Ravenloft and then to the Planescape city of Sigil. However, none of the material from those settings is required for play. TSR 11662

Cover of C5 The Bane of Llywelyn
C5 The Bane of Llywelyn
AD&D
Levels 4–7
32 pages
0

Excitement and unrest grip the land of Pellham. Two hundred years ago, the royal line of kings was deposed and replaced by a High Council. The current council is well-meaning but hopelessly incompetent. Everyone agrees that a drastic change is needed for the kingdom to survive. The ancient Prophecy of Brie foretells that in Pellham's darkest hour, a king from the past will return to restore the kingdom. The time of the prophecy is now. All is in readiness: the symbols of the ancient kings have been recovered, the keys to the royal tomb are in hand, powerful magics to revive the long-dead king have been secured at great cost. Only one problem remains... no one knows where the king is buried! The Bane of Llywelyn concludes the epic adventure of the Prophecy of Brie -- can YOU insure that the quest will be a success? The adventure can be played as a separate adventure or as the second part of the Prophecy of Brie series. TSR 9109

Cover of The Root of All Evil
The Root of All Evil
3rd Edition
Level 1
64 pages
0

This was supposed to be a simple job! In the small town of Haanex on Reanaaria Bay, the wizard Veoden assembles the PCs to do a simple job: find the remnants of a meteor said to be made of the rare substance mithral. First they must find a map that local rumor tells is guarded by the spirits of the dead. Upon recovering the map and locating the crater, they uncover a plot to create a powerful magical item called the Coin of Power. This artifact is a tool for wickedness and the players soon find themselves on a quest to learn the means to destroy this evil item and its insidious master before she destroys them. Complicating matters is the fact that the one man who can help them was lost during an expedition to the Reelio Jungle months ago and is yet to return. Will the PCs be able to survive the rigors of the jungle and solve the riddle of the tribesmen who live there? The lives of innocents might depend on it! This accessory provides characters with an elaborate storyline and a chance for many varied types of adventure. You will take your PCs from the quiet village of Haanex in northern Reanaaria Bay to the Vry Naasu Headlands, the City-State of Zoa and finally the forlorn Reelio Jungle. The Root of All Evil fantasy game supplement is set in the popular Kingdoms of Kalamar Dungeons & Dragons campaign setting but can be adapated for use in any setting! This module can be used by itself, or as Part One of the Coin of Power trilogy (see also Forging Darkness and Coin’s End).

Cover of Hoard of the Dragon Queen
Hoard of the Dragon Queen
5th Edition
Levels 1–8
94 pages
2

The Cult of the Dragon, along with its dragon allies and the Red Wizards of Thay, seek to bring Tiamat from her prison in the Nine Hells to Faerûn. To this end, they are sweeping from town to town, laying waste to all those who oppose them and gathering a hoard of riches for their dread queen. Continued in The Rise of Tiamat.

Cover of Lost Temple of Demogorgon
Lost Temple of Demogorgon
3.5 Edition
Level 14
20 pages
0

His name has inspired fear in legions of heroes, and his cult has lurked in the dismal reaches of the world for countless ages. His minions are savage and feral, his worshipers vile and wretched. He is Demogorgon, and his temples are nightmare realms haunted by primeval menaces and hateful legacies from a time when the world was savage. And now, a vengeful death knight has discovered one of these lost temples—will the PCs aid him in his dark quest for revenge, or will they fall before the awakened host of the Prince of Demons? Pgs. 64-83

Cover of Vampire Church
Vampire Church
5th Edition
Levels 5–14
? pages
0

Vampire Church is a Fifth Edition plug-in adventure for four characters with an average party level (APL) of 5, 8, 11, or 14. This document offers details for each level and makes adjustments accordingly. A small church hides a dark secret: all of its priests are vampires. As a plug-in adventure, the adventure content serves as drop-in material for game masters who wish to add a dungeon to a preexisting campaign or need a side quest. If you need a hook for this adventure or already have a similar hook, the Vampire Church Hooks table offers details for introducing this adventure to your players.

Cover of The Plight of Cirria
The Plight of Cirria
AD&D
Levels 8–12
14 pages
0

An Arch-Mage who can kidnap a dragon is one tough Arch-Mage. Definitely not for those who are afraid of heights. An evil archmage, Ezoran, has kidnapped a dragon in order to discover the means to seize control of a cloud giant's castle. The adventures are tasked with rescuing the dragon by the dragon's mate. The adventure revolves around tracking and navigating through dense jungle and working through a cloud giant's fortress. Pgs. 50-63

Cover of Pathfinder Adventure Path #5: Sins of the Saviors (Rise of the Runelords 5 of 6)
Pathfinder Adventure Path #5: Sins of the Saviors (Rise of the Runelords 5 of 6)
Pathfinder
Level 13
64 pages
0

Seven Deadly Dungeons! The Rise of the Runelords Adventure Path continues! The evil beneath the town of Sandpoint refuses to sleep quietly, and a killer from the ancient past awakes. Clues found in his lair lead to the den of a legendary dragon and into a vast arcane dungeon ruled by ageless wizards, where the seven deadly sins reign supreme. Can the PCs hone the sins within themselves into weapons against their true foe, Karzoug, the resurrected Runelord of Greed?

Cover of S4 The Lost Caverns of Tsojcanth
S4 The Lost Caverns of Tsojcanth
AD&D
Levels 6–10
64 pages
0

In the Yatil Mountains south of Perrenland there is rumored to be a magical hoard of unsurpassed value, a treasure of such fame that scores of adventurers have perished in search of it. Find the perilous Lost Caverns of Tsojanth and you may gain the hidden wealth of the long-dead arch-mage-- if you live. Module S4, this contains a brief wilderness journey to the caverns, but the bulk is underground. The caverns are noted as a previous lair of the Arch-mage Iggwilv- though she is long gone, her Demonomicon remains. This module marks the first appearance of several monsters and items that would later appear in the Monster Manual 2 and Unearthed Arcana. A labyrinth features in the caves. TSR 9061

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 DDAL05-19 Eye of Xxiphu
DDAL05-19 Eye of Xxiphu
5th Edition
Levels 17–20
34 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. A Four-Hour Adventure for 17th-20th Level Characters. Optimized for five 17th-level characters.

Cover of M1: Gallery of the Hate Blossom
M1: Gallery of the Hate Blossom
4th Edition
Level 14
5 pages
0

A half-marilith, half-medusa druidess lich known as the Hate Blossom lairs in this dungeon, having been run out of mortal society and shunned by demonkind. She possesses the petrified-yet-still-living body of Melenkir, the first human arch-mage and the single creature to remember a ritual that may save the realm from an extraplanar threat. Only slaying Hate Blossom or convincing her to lift the curse will revive Melenkir. Published by Defy Danger and Save Verses Death

Cover of P3 Assault on Nightwyrm Fortress
P3 Assault on Nightwyrm Fortress
4th Edition
Levels 17–20
94 pages
0

In this adventure, the PCs discover that not all souls rest easy, particularly those spirited away to Nightwyrm Fortress. To learn the truth, players must pierce death's veil itself and enter the Shadowfell, where sinister echoes of life wing through eternal gloom. This adventure can be run as a stand-alone adventure or as Part Three of a three-part series of adventures (starting with P1 King of the Trollhaunt Warrens(TM) and P2 Demon Queen's Enclave(TM)) that spans 10 levels of gameplay.

Cover of The Pyramid of Amra
The Pyramid of Amra
5th Edition
Level 12
17 pages
0

The Pyramid of Amra is a challenging adventure designed for characters of at least 12th level. Due to the nature and numbers of undead enemies (vampires), having a cleric on hand with the ability to cast raise dead and greater restoration is advisable. The PCs should be rounded out with a wizard or sorcerer and a pair of front-line fighters. In this adventure, the PCs travel to the Pyramid of Amra and the ancient Monastery of Night, where they face one of the most dangerous of opponents they are likely to meet, C’nosretep the Champion of Set.

Cover of Ashes of Evensong
Ashes of Evensong
5th Edition
Levels 11–13
50 pages
0

They say the legendary Ashes of Evensong have been found! In the year 689 DR, the song dragon Evensong was incinerated by Kallurous, a red dragon. In the wake of her death, Evensong’s ashes were gathered into a hundred urns by members of the Harpers. Originally intended as mere relics, the urns fell out of the Harpers’ possession when the caravan transporting them was ambushed. They were thereafter lost to history. Three months ago, stories began to circulate that at least one of the urns has been found. An artificer from the city of Elskar claims to have acquired some of Evensong’s ashes. According to his story the ashes are more potently magical than even residuum, created as they were from the mortal remains of a powerful magical creature burned to ash in the fires of an even more powerful dragon’s breath. This tale is dismissed by most, but certain factions and private interests aren’t willing to reject the possibility without investigation. If true, the artificer may be in possession of a highly dangerous and unfathomably valuable substance. More importantly, he may be in possession of the knowledge of where it came from, and the secret of what happened to the Ashes of Evensong all those centuries ago. In search of the truth behind a rumour that some of the Ashes of Evensong have been found, the player characters find that the Ashes are ultimately incidental to a far more worrying development. The trail of the Ashes leads them to the discovery of a fiend pact warlock operating among the ruling class of the city, a vault of forbidden magics the secrets of which have been breached, and a diabolic artefact about to be reclaimed in the name of a Duchess of Hell. With a focus on investigation, puzzles, and dangerous traps, Ashes of Evensong rewards players for caution and cleverness. Published by Spilled Ale Studios