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92 adventures found
Cover of Ebonclad - A Thieves' Guild Setting & Adventures
Ebonclad - A Thieves' Guild Setting & Adventures
5th Edition
Levels 1–4
170 pages
0

Inside Ebonclad you'll find: 170 pages of setting lore and history, accompanied by lavish illustrations and short stories to bring the setting to life. 7 adventures for character levels 1 - 4 GMs can use to introduce new players to the setting, or customize for use in their own campaigns. Tons of character options including new backgrounds, subclasses, feats, equipment, poisons, and spells. Tools for GMs to generate random citizens, valuables they may possess, the contents of their pockets or purses, and ways of determining how connected they are and how they'd react to witnessing crimes. Dozens of new NPCs, from generic stat blocks for thieves in the Ebonclad guild or town guard, to specific characters living in the city. A primer on thievery, for characters who live the life of crime. Over 30 random street encounters with different customization options a GM can use. New urban chase complications specific to the setting. More than a dozen encounter area maps saved as PNG files to print or use online.

Cover of DDEX02-06 Breath of the Yellow Rose
DDEX02-06 Breath of the Yellow Rose
5th Edition
Levels 1–4
41 pages
0

The monks of the Monastery of the Yellow Rose have long cloistered themselves in their home atop the Earthspur Mountains, practicing their strange lifestyle which is rumored to give them longevity. Now, their dietary restrictions and practices of breath control have become the fashion amongst the well-to-do of Mulmaster. But when a few of these lay practitioners start dropping dead from suffocation and starvation, others start to question the validity of the monks’ claims. Is this simply a deadly ignorance, or is there a fell wind blowing through the rich and powerful of Mulmaster?

Cover of Pathfinder Society Scenario #6–01: Trial by Machine
Pathfinder Society Scenario #6–01: Trial by Machine
Pathfinder
Levels 1–5
22 pages
0

More than a millennium has passed since the "machine mage" Karamoss's failed siege of Absalom, and for years the Pathfinder Society has used upper reaches of his subterranean siege tower as a training ground for initiates. During a routine drill, the once-dormant dungeon springs to life, and it will take all the PCs' resourcefulness and skill to make it out alive.

Cover of DDA1 Arena of Thyatis
DDA1 Arena of Thyatis
BECMI
Levels 2–3
32 pages
0

It's party time in Thyatis... And simply everyone is going to the magnificent Villa Osteropolus, home of the wealthy old senator, Helenites. Raucous fun, exotic food, and even advanced betting on the upcoming Arena games are expected. Even adventurers just in from the outlands may meet the powerful here. So don your festive togas, for in Thyatis City there are important connections to be made and deeds to be done, duels to be fought and fame to be won. (But beware, oh Adventurer! The politics of Thyatis can be as labyrinthine as mazes beneath the Coliseum...) This module is designed especially for the DM who wants to sharpen his interactive skills. Presenting the detailed layout of a Thyatian noble's mansion and maps of the multi-level Coliseum of Thyatis. Four four to six characters, levels 2-3 Brief guide to Thyatis legal system New optional class, the Rake Fast unarmed combat system, including disarming attacks Special appendix on creating Thyatian names Featuring the DM's Guide to Winging It TSR 9284

Cover of The Great Modron March
The Great Modron March
AD&D
Levels 1–10
129 pages
0

THE NEXT MARCH WASN'T DUE FOR ANOTHER 189 YEARS. TRY TELLING THAT TO THE MODRONS! On a regular schedule, the Great Modron March spills out of Mechanus, and the lawful automatons files their way around the Great Ring. No one knows why they do it, but everyone stays out of their way - because when the modrons march, they'll walk right over a berk who doesn't know enough to move aside. But this March has started decades before it was supposed to begin, and that's even more of a mystery. Caught unprepared, the planes shudder under the modrons' collective footsteps - and even the modrons themselves seem a little out of sorts. The Great Modron March anthology features 11 adventures for characters ranging from 1st to 10th level, as well as new information about the modrons of Mechanus. Each adventure can be played separely or linked together to form an extended campaign. The modron procession touches every Outer Plane in turn - and it isn't always welcome. On their unswerving path, the clockwork creatures will destroy celestial towns, be attacked by evil knights intent on using modron parts in foul experiments, and lead characters onto the deadly plains of the Abyss and into the famous prime-material labyrinth of Undermountain. Without help, they'll be lost in the swirling chaos of Limbo or even fail to complete the March entirely. And along their route, every blood on the planes seeks the answer to the most important question: Why have the Modrons abandoned their normal, lawful schedule to march years before they're due? TSR 2628

Cover of Visions of the Vault: One Page Dungeons: Crypt of the Pale Vein
Visions of the Vault: One Page Dungeons: Crypt of the Pale Vein
5th Edition
Levels 1–9
1 pages
0

The chapel, once populated by the priests and priestesses of Eldath has now been desecrated by cult of necromancers who sought its secrets to prolonged life. They soon discovered the bodies of the chapel’s clerics they slew, and those interred in the catacombs below, were unnaturally strengthened and preserved by the chapel’s white waters. Their bodies were soon used to create powerful undead. Seeing this desecration of her followers, Eldath stemmed the flow of her life-giving waters. The cultists remain in her chapel, seeking to corrupt the well and harness its powers for their vile plans. Published by Arcana Games.

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 B6 The Veiled Society
B6 The Veiled Society
BECMI
Levels 1–3
16 pages
0

The widow insists there are demons in her house. She hears them at night in her root cellar, and now they call out to her. But she is old and nervous and her mind often plays tricks on her. * * * Two men, their heads fully sheathed in large, black hoods, dig quickly in the darkness of the cellar. The hole grows deeper as their shovels bite into the earth. "This will teach those meddlers their place," laughs the tall, hefty figure. "But it's too bad this was an accident," the shorter, slim figure says haltingly. "But don't you see the advantage?" snapped the tall man. "They will fear us now. They will fear for their lives." Grunting. they heave a sailcloth bundle into the hole. As it falls, a woman's hand dangles lifelessly from the folds. Who is the woman? Why will her death trigger riots and unrest in the city of Specularum? And the assassins: Are they Torenescu, Radu, or Vorloi? Or, curse of curses, the Veiled Society? This special game adventure provides a section of paper buildings and figures to cut out and use, giving you three dimensions to your game play! TSR 9086

Cover of Black Sails Over Freeport
Black Sails Over Freeport
3rd Edition
Level 6
256 pages
0

Freeport's in crisis, as war breaks out on the high seas and orcs riot in the streets. A map promises the biggest haul of booty in history, but nothing is as it seems. Buried with that treasure is a terrifying evil Freeport thought banished forever. Black Sails Over Freeport, the first mega-adventure for the award-winning pirate city, is filled with enough swashbuckling challenges to test the mettle of any band of heroes. Its 256 pages are packed with action, intrigue, and danger, delivered with the style and professionalism you've come to expect from Green Ronin. Black Sails are on the horizon. Do you have what it takes to face them?

Cover of The Flying Misfortune
The Flying Misfortune
5th Edition
Level 6
9 pages
0

This adventure is designed for the D&D Adventures League Season 5 - Storm King’s Thunder campaign, and is meant to enhance your party’s connection to important events and NPCs. While it is intended for a party of around 6th level, the nature of the quest is such that it fits easily with a higher level as well. It will put your players in contact with Felgolos, the bronze dragon that is encountered in Chapter 9 of D&D Adventures League Season 5 - Storm King’s Thunder, as well as the ancient dragon Iymrith, who plays a prominent role in the main plot. Of course, you can also change names and locations to make this adventure fit into any other campaign world – as long as it has dragons and deserts. Enjoy!

Cover of Weekend at Strahd's
Weekend at Strahd's
5th Edition
Levels 5–10
12 pages
0

Experience this totally wicked two-hour adventure for 3-6 characters levels 5-10 from the fantabulous minds of Anthony Joyce and Oliver Clegg! Whoa! You’ve just killed Strahd but his body remains?! How can this be?! Lead your party on a retro journey through Castle Ravenloft to collect five pieces of a powerful artifact known as the Pentaforce to summon a powerful entity that can put an end to Strahd’s reign once and for all! Experience the rad music of the 1980’s as it guides you from room to room, confronting horrors like the Brunch Club, Ghost Hunters, thrilling zombies, Ricky Roll, the Loonies, Prom (Barovian Winter Fantasy ‘86), a flash-dance off with hags, aerobics with undead, Jeremy Krawfjord, Kris Purkens, and much more! This 1980’s inspired PDF is professionally designed and illustrated by Gordon McAlpin (Creator of Death by Goblins!). Inside you’ll find hyperlinks to each creature and their stat blocks on D&D Beyond accessible for free! This PDF also includes hyperlinks to a curated “Weekend at Strahd’s” playlist on Spotify so you can wow your players and relive the epic music of the 1980’s as you put an end to the reign of Strahd von Zarovich! This adventure does not require players to have played Curse of Strahd, nor does it spoil anything in Curse of Strahd. This adventure is designed to play casually as a one shot in a tubular party atmosphere, it’s soooo bodacious. P.S. One player plays as Strahd’s corpse...yes, you read that correctly...one lucky player gets to play the entire time as the corpse of Strahd! Oh, and the player that dies the most wins a crayon drawing of Frankenstein Ronald Reagan. Enjoy!

Cover of Carrion Shrine of Quregth
Carrion Shrine of Quregth
5th Edition
Level 6
6 pages
0

Qorgeth’s fanatical undead followers await a messenger from their dark master. They whisper blasphemous prayers at blood drenched altars in total darkness, their profane chants calling Qorgeth’s demonic emissary to the mortal world. The unspeakable evil that now threatens Midgard’s Western Wastes was awoken by the well intentioned mistakes of a man named Petring, a loving father who was seduced by Qorgeth’s lies. It falls to a party of PCs to undo his cataclysmic mistakes and protect Midgard from the coming of a demon prince.

Cover of Honor Among Thieves
Honor Among Thieves
5th Edition
Levels 5–6
12 pages
0

When Wisp Shadowfoot, gentleman thief, makes off with the party’s valuables they are thrown into the shadowy world of criminal intrigue. The master burglar, it seems, needs a favor from people as skilled at smashing as he is at sneaking. If our plucky adventurers ever want to see their loot again they’ll need to help him wipe out a band of murderous house-breakers that aren’t just spooking potential targets, but are behaving in a most ungentlemanly fashion while doing so. One way or another, there’s going to blood spilled in the shadows tonight!

Cover of DDAL07-02 Over the Edge
DDAL07-02 Over the Edge
5th Edition
Levels 5–10
42 pages
0

In response to a new but as-of-yet-unnamed threat, the factions have called upon adventurers to venture into the jungle in search of a location for a new base of operations. As such, you have been charged with scouting several locations to assess their viability. Surely something so trivial as a scouting mission couldn’t go wrong?

Cover of DDAL08-06 Purging the Blood
DDAL08-06 Purging the Blood
5th Edition
Levels 1–4
21 pages
0

Still falling through time, Waterdeep has grown into a small city with a problem, a vampire problem, but an old friend offers a solution. Part Three of the Folded Time Trilogy. A Two-Hour Adventure for Tier 1 Characters (bonus objectives are available to take play to 4 hours). Optimized for APL 3.

Cover of DF2 The Lost Apprentice
DF2 The Lost Apprentice
AD&D
Levels 3–5
15 pages
0

Continue the adventure inside the Dwarven Forge world of Mythras with the second part of this new gaming trilogy, The Hidden Valoria Campaign. Now entrenched in the tapestry of The Patina Court, the players must begin unraveling an even greater mystery that lies beneath the streets. Taking the adventure to the sewers, get ready to explore some of the locations that have made Valoria so famous among its players over the years This adventure is formatted to both 1E & 5E gaming rules. Also available in PDF.

Cover of The Creepy Handshake
The Creepy Handshake
5th Edition
Levels 1–3
14 pages
0

The Creepy Handshake is a dark comedy 5e micro-adventure of urban investigation. Wander around the city, investigate the latest robberies, and uncover the mystery of a strange lost pet. This adventure is part of the supplement Tiny Weird Adventures - Urban Edition, a collection of short adventures to be used in conjunction with the fifth edition of the most popular fantasy RPG of recent times. Although it was written with a system in mind, it can be easily adapted to any other medieval fantasy RPG.

Cover of The Ringmaster's Request
The Ringmaster's Request
5th Edition
Levels 1–3
15 pages
0

A vibrant circus has just arrived, setting up on the edge of town. Run by the charismatic half-elf ringmaster, Marlow, the performers bring with them dazzling displays of magic and talent, artifacts with incredible powers to behold, and strange creatures most people would never get the chance to see close up. Behind all of the joy and revelry, the circus holds a dark secret, for Marlow keeps tyrannical control over his performers with both whip and word. As this latest performance reaches its height, two acrobats decide to take their chance at freedom, making use of a distraction to steal something valuable from Marlow and make their escape. Marlow will do anything to get the two back under his power, and so turns his significant charms upon a hapless band of adventurers attending his circus.

Cover of The Abyssinial Chain
The Abyssinial Chain
Pathfinder
Levels 3–5
31 pages
0

A silent threat grows in Freeports streets. One of the pirate city's own leaders brings Freeport ever closet to war, lining his pockets eve as he plans for eventual invasion by the foreign power Mazin.

Cover of DDAL08-11 Poisoned Words
DDAL08-11 Poisoned Words
5th Edition
Levels 5–10
36 pages
0

Your search for Volo’s key in Skullport has you playing a dangerous game between The Xanathar Guild, Bregan D’aerthe, and the Zhentarim. In the Port of Shadow, how do you know who you can trust when lives are on the line? Part Two of the Skullport Shakedown trilogy.