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132 adventures found
Cover of Imperial Vault 19 and Other Dark Places
Imperial Vault 19 and Other Dark Places
OSR
Levels 1–5
30 pages
0

A collection of five one-shot adventures for Cairn! Imperial Vault 19 A grieving widow in the forest begs you to save her baby. A hedge witch has taken the infant down into an old imperial vault where she uses the child’s Chaos tears in alchemical potions. And who knows what old treasures might still be hidden in the vault? Unless it’s not that kind of vault… Barrow of the Blood Baron Face off against vampire bats, vampire thralls, and a vampire noble, as well as a few other creatures that have clawed their way into this once-armored vault. Discover works of art, exotic wines, enchanted clothing, and filthy weapons. Negotiate with the guards and intruders alike, using clever words or whatever stake-like objects are close at hand! Tomb of the Tin Templar Encounter electric jellyfish, tinker gnomes, and the rusted corpse of the noble Sir Tristan, as well as a few other creatures that have drifted into this marvelous mechanical vault. Discover windup toys, clockwork companions, and baffling devices. Negotiate with the guards and intruders alike, using clever words or whatever rusty objects are close at hand! Priory of the Primate Priest Defy root trolls, monkey monks, and a beguiling dryad, as well as a few other creatures that have found their way into this marvelous living vault. Discover magical armor, haunted skulls, and the bonest of the apes' victims. Negotiate with the guards and intruders alike, using clever words or whatever living objects are close at hand! Fane of the Fey Fellmonger Match wits with guild goblins, pixies, and a living skin suit, as well as a few other creatures that have spirited their way into this disturbing leathery vault. Discover arcane clothing, deadly sewing tools, and a fey lord who isn't entire dead yet. Negotiate with the guards and intruders alike, using clever words or whatever sewing objects are close at hand! New PC Background: The Dungeoneer! In addition to some unusual delving gear, select one of 10 unfortunate results of a recent delve-gone-wrong, as well as one of 13 helpful boons or tools from a recent delve-gone-right.

Cover of FRC1 Ruins of Adventure
FRC1 Ruins of Adventure
AD&D
Any Level
96 pages
0

A great evil force descended on the town of Phlan years ago. The townspeople were all either killed or driven away, and Phlan became (literally) a ghost town. Fifty years later, the survivors are ready to reclaim their town. But they need a band of strong and brave adventurers to lead the fight-they need you. Ruins of Adventure is a set of connected short adventures written by James Ward, David "Zeb" Cook, Steve Winter and Mike Breault-four names familiar to all AD&D game fans. It uses the same setting, locations and characters as the classic computer game Pool of Radiance by Strategic Simulations, Inc. In fact, many of the scenarios here in Ruins of Adventure will provide important clues to the successful completion of Pool of Radiance. TSR 9238

Cover of Into The Fire
Into The Fire
AD&D
Levels 6–10
19 pages
0

The king summons the heroes to investigate the death of a knight, and the final fate of the king's long-missing son. The knight and his entire order was killed by a Dragon! Yay we get to fight a dragon in the first issue of Dungeon Magazine! Much travel over many different terrain types featuring avalanches, volcanoes spewing lava, and many random encounters (not detailed here) before the heroes reach their real goal: A lake with a ruined wizard's tower and dragon's cave. Opens with a particularly byzantine Background section for the DM involving a prince you never meet, pirates you never meet, knights you never meet, and deep gnomes you never meet. See Out of the Ashes in Dungeon #17 for sequel to this adventure. Pgs. 42-60

Cover of Dead in Thay 5e
Dead in Thay 5e
5th Edition
Level 9
55 pages
0

Szass Tam, the lich lord of Thay, and his Red Wizards threaten to dominate all of the Sword Coast. The Bloodgate, an elemental node of power, must be destroyed in order to stop him. Remake of the original 4th Edition adventure.

Cover of An Artist's Errand
An Artist's Errand
AD&D
Levels 6–8
23 pages
0

To a reigar, art doesn't imitate life, it is life. "An Artist's Errand" is an AD&D Spelljammer adventure for 4-6 good-aligned characters of level 6-8 (about 35 levels total). The module assumes the party is familiar with spelljamming. The party should include at least one spell-caster, preferably a wizard, but a party of resourceful (and powerful) fighters and rogues should be able to complete the adventure. PCs with an understanding of navigation, elvish, and engineering will come in handy as well. The party need not own a spelljamming ship to complete this adventure. Pgs. 8-31

Cover of D2 Shrine of The Kuo-Toa
D2 Shrine of The Kuo-Toa
AD&D
Levels 9–14
20 pages
0

Having put down a rising of giants, it was discovered that the motivating force behind their depredations was that of long-forgotten evil - the Dark Elves. Determined to seek out these creatures, a body of doughty adventurers mounted an expedition to learn the strength of the Drow and bring retribution to them (DUNGEON MODULE D1, DESCENT INTO THE DEPTHS OF THE EARTH). This module contains background information, a large-scale referee's map with a matching partial map for players, referee's notes, special exploration and encounter pieces, a large map detailing a temple complex area, encounter and map matrix keys, and an additional section pertaining to a pair of unique new creatures for use with this module and the game as a whole. A complete setting for play of ADVANCED DUNGEONS & DRAGONS is contained herein. This module can be played alone, as the second part of a series of three modules (with DESCENT INTO THE DEPTHS OF THE EARTH, D1, and VAULT OF THE DROW, D3), or as the fourth part of a continuing scenario (DUNGEON MODULES G1, G2, G3, D1, D2, D3, and Q1, QUEEN OF THE DEMONWEB PITS). TSR 9020, From 1978

Cover of The Pod-Caverns of the Sinister Shroom (AA#1)
The Pod-Caverns of the Sinister Shroom (AA#1)
OSR
Levels 2–4
14 pages
0

Strange doings are underfoot in the wild hills bordering the realm of decent and civilized folks. Villagers and cattle have gone missing; woodcutters have disappeared; misshapen beings have been seen shuffling through the forests. Some brave villagers have tracked a group of stolen oxen as far as the rocky banks of a small river in the hills. The trail disappeared down into a fissure in the limestone rock, where a fast-running stream plunges down to the dark caverns below. Gird your loins, stand behind the dwarf, and get ready to face The Pod-Caverns of the Sinister Shroom!

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 The Pyramid of Jenkel
The Pyramid of Jenkel
AD&D
Levels 8–10
14 pages
0

In this town, nothing goes like clockwork. A voice in the darkness offered him power, with only one string attached: first he had to find some adventurers. A fiend and minions of the plane of fire have set up shop beneath a small town, and have been attracting evil minions to their lair! In this town of Jenkel, the religious leader (named Broderick) is secretly under the influence of the demon and has been doing her will out of his own greed for power. A tilted pyramid appeared in the town years ago, and is actually the tip of a tower buried in the town. The tower leads to a dungeon and a shrine where the party can fight off the demon and rid the town of the evil influence. Pgs. 18-31

Cover of FRQ2 Hordes of Dragonspear
FRQ2 Hordes of Dragonspear
AD&D
Levels 10–12
34 pages
0

Dragonspear Castle. All who live within several hundred miles have heard the name and know its import. Once home to the proud and the brave, it stands now a ruin, cloaked behind a history of murder and diabolic plots. Few go there, for the only reward to be found is death. Rumors abound that Dragonspear holds a portal to the sinister planes, but until now those have been unfounded. Following a great battle against orcs and trolls from the High Moor who had taken possession of the castle, a temple to ward against further evil was established. However, by the Time of Troubles, that temple and its clergy had disappeared. Now, a horde of fiends and monsters has amassed at Dragonspear Castle, and it terrorizing the surrounding countryside. The portal is active, that is for certain. The army of Daggerford needs reinforcements! Is you party made of the stuff of heroes? Hordes of Dragonspear can be played using either the Battlesystem miniatures rules, or the quick combat resolution system found in DMGR2, The Castle Guide. Alternatively, a few simple changes render the entire module playable without any special rules. TSR 9369

Cover of Into Wonderland
Into Wonderland
5th Edition
Levels 8–14
240 pages
0

Into Wonderland is a book detailing an adventure in the Feywild, a setting for Dungeons and Dragons 5th Edition. This book provides player options, encounters, variant rules, and a campaign of expeditions into the unknown centred around the city of Endercoast that has been spirited away from the Material Plane. To survive, you'll need to balance the needs of the displaced city with the mercurial whims of four powerful archfey. What's Included? - Endercoast, a city plucked from its roots and replanted in the Feywild - Quirks of the Feywild, including four powerful archfey, a guide for creating new archfey, rules for travel using emotional truth instead of maps, chaotic seasonal and magical effects, pranks, consequences for getting lost, and 14 weird stops along the way - New races - New subclasses - New backgrounds - New feats - New spells - Fantastical questlines taking a party through the courts of the archfey and on magical journeys inspired by the fairy tales of the Brothers Grimm - A whole heap of chaotic encounters with strange fey creatures - Dozens of new monsters, including 8 ancient beasts, 3 dangerous plants, 4 extremely powerful archfey, a bunch of NPCs based on the new subclasses of the book, creepy new fey like the darkwood stalker and the time vulture, a powerful hag, and more

Cover of Temple of the Opal Goddess
Temple of the Opal Goddess
5th Edition
Levels 5–8
44 pages
0

A noble scion and his retinue from Baldur’s Gate left on an adventure amid much fanfare. That was two weeks ago. Rumours in the taverns suggest only a single soldier returned, bearing grievous wounds and a ransom demand. Is this a simple case of misadventure, or are darker conspiracies afoot? Can you locate and rescue the nobleman, or will you fall victim to the malevolent powers stirring deep within the Temple of the Opal Goddess?

Cover of X13 Crown of Ancient Glory
X13 Crown of Ancient Glory
BECMI
Levels 7–10
64 pages
0

Lots of stronghold assaults and shipboard travel/encounters in this one. This adventure's deep political basis might be seen as an introduction for the domain-focused adventures of Companion-level play. This adventure is for use with the Dungeons & Dragons Basic, Expert, and Companion Rules, and includes the intrigue of engaging with nobility's lands and agendas. Intro: All is not well in the kingdom of Vestland. Not only is the king dead and the holy Sonora Crown missing, but the heir to the kingdom was lost at birth and no on knows where to find him. As if this wasn't bad enough, the forces of the Ethengar Khanate, never on the best of terms with Vestland, are now massing on the borders, hoping to take advantage of Vestland's plight. To complete the rosy picture, traitors from within also threaten to speed the downfall of the High Kingdom. Sounds like a job for you. You must find the long-lost heir to the kingdom and recover the Sonora Crown, the mystical device without which a king cannot be crowned. Standing in your way are traitors and spies from within and invaders from without the kingdom of Vestland. Time is running out! Can you save Vestland from disaster? TSR 9218

Cover of Third Time's the Charm
Third Time's the Charm
5th Edition
Levels 2–5
25 pages
0

Questing through the forest, you will be tested. Which side will you take between a wizard and the Keepers of the Veil? Will you be able to find the materials necessary to help cure your friend of the ancient evil that assails him? And when it comes down to it, what are you willing to sacrifice for your beliefs? Third Time’s the Charm picks up where Second Glance left off and invites the PC to find a wizard who can help heal the Crystalline Curse slowly paralyzing the PC’s friend and protector. As the party grows closer on this adventure, learning to depend on one another, they must also navigate the Veiled Wood’s changing landscape, deciding who they can trust and who they will help as much lies in the balance. Though this was written as the third installment in the Crystalline Curse Trilogy, this adventure can be inserted into any campaign setting and scaled accordingly. Third Time’s the Charm is part of our mission to bring you high-quality, ready-to-play material that supports adventuring parties of 1 Player and 1 DM. This adventure is written for a third-level character in a one-on-one 5th edition D&D campaign. Everything you need for your own two-person game is inside! This product includes: -A 3rd or 4th-level adventure adaptable to any setting -Stat blocks for one new creature and two NPCs -A region map, two sitemaps, and a hand-drawn dungeon map to aid the PC’s investigations -A fully realized forest region with fleshed-out NPCs and places to explore -Detailed backstory for the ancient warrior sheltered inside the PC’s treasured amulet -Four custom magical items And helpful tips for DMing a one-on-one game This adventure is perfect for those looking to begin or continue their duet campaign. Published by D&D Duet.

Cover of Tortles of the Purple Sage - Part 1
Tortles of the Purple Sage - Part 1
BECMI
Levels 4–10
23 pages
0

Part 1 of an Expert-level quest into a hostile wilderness. This adventure takes place in the Known World of the D&D game, as outlined throughout the D&D game rule books and modules. The DM may find it useful to consult the Companion and Masters Sets, as well as most of the X-series of Expert Set modules. D&D Expert Set module X9, The Savage Coast, would be especially helpful, as Tortles of the Purple Sage could easily serve and continue that module's direction and plot like, adding a previously undescribed area (the Great Northway) to the Known World. The DM may also place the areas and events of this adventure within an existing campaign setting, as long as the geographical areas of the campaign match those set forth here. Pgs. 40-62

Cover of Carcassay: Titan Rat City
Carcassay: Titan Rat City
OSR
Levels 1–5
130 pages
0

The ancient world of Harth withers beneath its dying sun…but it’s not dead yet. Welcome to the strange and dangerous city of Carcassay, huddled below the skeleton of a titan rat, sprawling above the ruins of countless dead civilizations. This is where folk come to find wealth, power, revenge, secrets, oblivion… and everything in between. Carcassay is a sandbox city adventure. There are many locations to explore in, around, and under the city. Players can explore any place at any time, and may radically reshape the city’s politics, economy, religions, and physical existence. There are standard dungeons stacked under the city, and GMs are encouraged to keep adding more dungeons… all the way down. Tone. It leans more toward low fantasy or sword-and-sorcery. Most shops look like real shops. Most people look like real people. But strange and horrible things lurk everywhere as soon as you start to scratch the surface. This is my Lankhmar. Carcassay is a vast, bizarre city. It has over 100 locations where you can meet Chaos cultists, Lawful knights, retired adventurers, shopkeepers, brewers, musicians, artists, scientists, hermits, royalty, beggars, doctors, space vampires, eldritch horrors, machine priests, crab colonists, mushroom farmers, mummies, assassins, and diplomats from distant lands… and the moon. And every one of them has goods or services to sell, and a quest (or three) to offer. What sort of quests? Fetch a relic, assassinate a rival, find a relative, steal a soul, implant an agent, cure a disease, stop a riot, solve a murder that hasn’t happened yet, hunt a thief, locate a shrine… the list goes on. And for every Quest, there is a specific Reward: money, weapons, relics, Chaos mutations, exclusive memberships, information, Angelic miracles… the list goes on. This is a place where you can make a lot of money, but also where you can spend that money on interesting goods and services. Factions? We have a few. Seven Chaos cults, five knightly orders, two mercenary companies, four wealthy families, six (seven!) Corpse Lords, foreign diplomats, rival innkeepers, rival tavern owners, plus all the dungeon-delving gangs currently mucking about underground. When you grow weary of all the adventures at ground level, there are three classic dungeons buried under the city to explore. This book contains months (if not years) of campaigning. Enjoy the Chaos.

Cover of ST1 Up the Garden Path
ST1 Up the Garden Path
BECMI
Levels 4–7
16 pages
0

The day has been long and hard and, as night falls, you gratefully surrender to the soft, silent blackness of well-earned sleep. Then the dream comes. You are seated on a throne in a cavern where the sun has never shone; where no voice has ever spoken. Yet you are not alone. Through the darkness, silent figures are moving. Blacker than black... formless yet menacing... advancing towards you from every side... You fell their touch; icy claws plucking at your skin and hair, lifting the throne and carrying you helpless on a journey from darkness into further darkness, from silence into deeper silence. You scream, and a million anguished, reedy voices answer your call. Suddenly you awake... ... and the dream is real. A module printed exclusively in the United Kingdom by TSR UK. Using the 1986 National Garden Festival as its theme, this module was sold both at that festival, and at the 1986 Games Day RPG convention at the Royal Horticultural Society Hall in London (hosted by Games Workshop that Saturday, September 27th). It was briefly mentioned in White Dwarf magazine 82, page 49.

Cover of XL-1 Quest for the Heartstone
XL-1 Quest for the Heartstone
BECMI
Levels 5–10
32 pages
0

The King is dead! And the queen is in trouble. She has chosen you to find the fabled heartstone, which is buried somewhere deep in the Mountains of Ice. Is the gem I the hands of the corrupt Master Thief? Has he harnessed its powers for his own vile purposes? Or does it lie unguarded in the frozen ranges to the north, which teem with horrible creatures? This is your kind of quest! Quest for the Heartstone is a combined wilderness/dungeon adventure designed to be compatible with the Advanced Dungeons & Dragons Action Toys from LJN Toys, Ltd. and the Advanced Dungeons & Dragons Fantasy Adventure Figures from TSR, Inc. The adventure also includes complete maps, new monsters and players' illustrations. Will the heartstone be the key to peace in the kingdom? By her majesty's request... it's up to you to find out! TSR 9114

Cover of CM1 Test of the Warlords
CM1 Test of the Warlords
BECMI
Levels 15–36
32 pages
0

The king requests your presence in the honorable kingdom of Norwold. If you're worthy, you may be appointed lord of a dominion filled with friendly villages, sturdy fortresses, and raging band of monsters. Raging bands of monsters? Well, yes, and you may have to lead your forces into a war or two. But you'll be ready for the challenge. You'll be ready for treacherous spies who conspire to steal you land. You'll be ready for a foul band of giants that raids your dominions. And you'll be ready for the inevitable clash of empires, the outcome of which may alter the fate of millions. You'll be ready! Won't you? Test of the Warlords includes a complete campaign setting, several new NPCs, and dungeon and wilderness encounters, and guidelines for running a war between empires. TSR 9117

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?