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66 adventures found
Cover of RM4 House of Strahd
RM4 House of Strahd
AD&D
Levels 6–13
64 pages
0  0

Far above the village of Barovia sits Castle Ravenloft, the home and fortress of vampire lord Strahd Von Zarovich. Legends claim that Strahd flies with the bats and runs with the wolves to terrorize the countryside. Ancient tales also tell of dungeons and catacombs deep under the castle. Other stories recall the great halls, treasures, and glory of Ravenloft in centuries past. "House of Strahd" is a revision of the classic gothic horror tale I6: Ravenloft, one of the most popular adventures ever produced for the AD&D game. This version is updated for the AD&D 2nd Edition rules, and those from the Ravenloft campaign set. Count Strahd is now more powerful, and his castle is even more terrifying! TSR 9418

Cover of Pathfinder Adventure Path #27: What Lies in Dust (Council of Thieves 3 of 6)
Pathfinder Adventure Path #27: What Lies in Dust (Council of Thieves 3 of 6)
Pathfinder
Level 5
92 pages
0  0

In Westcrown, darkness brings fear and death, the night haunted by the spawn of a terrible curse. Striving to free the city from its decades-old blight, the PCs must reveal a long-buried secret and a treasure locked away for ages. Their journey will set them against the scum of Westcrown’s underworld, denizens of the haunted night, and the very forces of Hell itself, all in an attempt to rekindle the memories of long-dead spirits with stories still to tell. Yet what those souls reveal might prove even deadlier than the city’s midnight curse. This volume of Pathfinder Adventure Path includes: ► “What Lies in Dust,” a Pathfinder RPG adventure for 5th-level characters, by Michael Kortes. ► Revelations on and rules for joining Golarion’s most feared law bringers, the infamous Hellknights, by F. Wesley Schneider. ► Diverse and exotic treasures recovered from across Golarion by the Pathfinder Society, by Craig Shackleton. ► The unfortunate return of Radovan’s gangster past in the latest chapter of the Pathfinder’s Journal by Dave Gross. ► Seven new monsters by David Eitelbach, F. Wesley Schneider, and Hank Woon.

Cover of Kingdom In the Swamp
Kingdom In the Swamp
AD&D
Levels 6–9
12 pages
0  0

Follow a crazy halfling into a vampire’s castle. Kingdom in the Swamp is an AD&D adventure for higher-level characters; 6th to 9th level would be suitable. While it is necessary to have strong combatant characters and at least one cleric, it is more important that the players be ready to find solutions beyond the sword or spell book. Adventure Background A few days ago, Candor Pletten, a halfling thief known more for his urban exploits, returned from a journey to the southern jungles and rain forests (or so he says). Few people have believed him in the past -- usually they have been too busy taking inventory of their possessions to even listen to him — but some are guessing that he may actually be telling the truth (certainly, he’s got a good story). Candor left town a couple of months ago with some other adventurers, but has come back alone. Most tavern patrons are of the opinion that he took his companions’ purses and ran, but why would he come back to town? And why, then, aren’t his former companions hot on his trail? Candor may be a thief, but he’s not a murderer. He even gets nauseated by cockfighting. Maybe the halfling's tale is worth hearing...

Cover of The Harrowing (Web of the Spider Princess)
The Harrowing (Web of the Spider Princess)
3rd Edition
Level 15
35 pages
0  0

Laveth, Lolth's half drow daughter, is plotting to seize power from her chaotic evil mother.

Cover of GameMastery Module D2: Seven Swords of Sin
GameMastery Module D2: Seven Swords of Sin
3.5 Edition
Level 7
32 pages
0  0

Long hidden away in remote vaults and guarded by powerful wards, the ancient Seven Swords of Sin have been stolen and brought together again for a terrible cause. Seven Swords of Sin is a lethal adventure that pits players against a vile enchantress, Tirana, in a trap-laden and monster-guarded dungeon. Only the brave (and perhaps foolish) can survive Tirana's lair and rescue the fabled Seven Swords of Sin from her heinous plot to unlock their deadly powers.

Cover of Night Barony of Erlkazar
Night Barony of Erlkazar
5th Edition
Level 15
68 pages
0  0

The Baronies of Erlkazar, once a prosperous region of pastoral tranquility, is now a land of nightmares and dread. Bandit armies plague the region, terrorizing the populace and surrounding countries of Calimshan, Tethyr, Amn, and Turmish. Though these threats are terrifying enough, it is nothing compared to what awaits the people of Erlkazar at night. In caves, tombs, and subterranean communities beneath the seemingly pastoral villages of Erlkazar live the secretive Night Barony. Ruled by the vampire Saestra and her legions of darkness, these monstrous denizens of the Five Baronies are the real power in the region. The country’s only hope of liberation is you.

Cover of Night Swarm
Night Swarm
AD&D
Levels 5–7
10 pages
0  0

Synopsis: A swamp village is plagued by swarms of insects; several villagers have died from it. It turns out that the local herbalist is actually a vampire who takes the form of a swarm of mosquitoes. Talk to villagers and get rumors, visit the herbalist, suffer through some dreams, get ambushed by the herbalists minions, chase him into the basement to kill him and rescue the villagers. The mosquito vampire and, maybe, the role play involved in convincing the villagers to dig up the graveyard (to find empty coffins filled with sand!) should be fun. The rest of this is pretty simple.

Cover of Vampire Church
Vampire Church
5th Edition
Levels 5–14
? pages
0  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 Ice Tower of the Salka
Ice Tower of the Salka
Pathfinder
Levels 8–12
24 pages
0  1

60 years ago, a wizard's tower was encased in a magical glacier. Now a crack has appeared, exposing the tower for adventures. Inside, a magic artifact turns any who did in the tower to undead, including the PCs.

Cover of There's Something Wrong with Santa
There's Something Wrong with Santa
5th Edition
Levels 3–7
22 pages
0  0

"What could happen if Santa became a vampire?" There’s Something Wrong with Santa is a 2- to 4-hour adventure for four to five characters of 5th level. Scaling Suggestions are included, allowing you to run the adventure for lower or higher-level characters. This adventure is designed to be neatly dropped into any campaign. It features a small village named Hol­lypocket, which is hosting a Christmas celebration, with Santa as the special guest. However, a nearby vampire learned of Santa’s plans to attend the festival, and intercepted the jolly, white-bearded man while he traveled to Hollypock­et. Now, Santa is cursed with vampirism and is on a mission for the vampire: gather the tasty villagers and bring them to the devil’s lair. "Santa's a vampire?" Yes! While the characters may not know this at the start, there are several descriptive clues that should lead them to believe Santa is now a vampire. This fact becomes more evident the closer they get to vampire Santa. "What will they do?" Will your heroes kill vampire Santa, or will they find a way to cure him? Product Overview — ♦ 2 to 4 hour adventure for four to five characters. ♦ Designed for 5th level characters. ♦ Scalable for lower or higher level characters. ♦ Downloadable maps. ♦ VTT Tokens.

Cover of Black Sails Over Freeport
Black Sails Over Freeport
3rd Edition
Level 6
256 pages
0  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 Out of the Ashes
Out of the Ashes
AD&D
Levels 8–12
22 pages
0  0

Slain in disgrace, reborn in fury, armed to the teeth: Flame returns! Flame is back - and is he mad! The sequel to "Into the Fire" from Dungeon 1. Pgs. 42-63

Cover of Strike on Shatterhorn
Strike on Shatterhorn
3.5 Edition
Level 18
27 pages
0  0

Smoke still rises from the shattered buildings and ruined streets of the troubled town of Cauldron, yet if not for the actions of a band of heroes, it would not exist at all. A sinister cabal of cultists bent on plunging Cauldron into the prison plane of Carceri had awakened the volcano below the town, and amidst the attacks of dragons and fiends from the outer planes, these heroes were able to evacuate the city and then strike at the cultists in their lair near the volcano's heart. Now, this cult, the Cagewrights, lies shattered, their members put on the defensive for the first time. All that remains is to finish the job, but the surviving Cagewrights still have some surprises left in their mysterious stronghold under the snake-haunted ruins of Shatterhorn. "Strike on Shatterhorn" is a Dungeons & Dragons adventure designed for four 18tth-level characters. This adventure is part of the Shackled City Adventure Path that began with "Life Bazaar" (Dungeon #97) and continued with "Flood Season" (Dungeon #98), "Zenith Trajectory" (Dungeon #102), "The Demonskar Legacy" (Dungeon #104), "Test of the Smoking Eye" (Dungeon #107), "Secrets of the Soul Pillars" (Dungeon #109), "Lords of Oblivion" (Dungeon #111), "Foundation of Flame" (Dungeon #113), and "Thirteen Cages" (Dungeon #114). The Adventure Path concludes in Dungeon #116 with "Asylum." Pgs. 56-82

Cover of The Pyramid of Amra
The Pyramid of Amra
5th Edition
Level 12
17 pages
0  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 The Moonscar
The Moonscar
Pathfinder
Level 16
32 pages
0  0

For millennia, a complex plot has brewed in a demonic jungle on the surface of the moon—a plan by the patient and sinister succubi of the Moonscar to kidnap and brainwash the people of Golarion. Now a long-dormant portal linking the moon to Golarion has returned to life, accelerating the demon queen’s designs. Only the brave PCs can venture to the surface of the moon, navigate the treacherous Abyssal jungle called the Moonscar, and delve into the depths of the Insatiable Queen’s subterranean palace of torture, seduction, and depravity.

Cover of D1 Descent Into the Depths of the Earth
D1 Descent Into the Depths of the Earth
AD&D
Levels 9–14
16 pages
0  0

The final confrontation with the giant, King Snurre, and the entry of mighty adventurers into the caverns under his stronghold (DUNGEON MODULE G3, HALL OF THE FIRE GIANT KING) discovered the Dark Elves, the Drow, had instigated the giant alliance and its warfare upon mankind and its allied races. 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 cavern area, encounter and map matrix keys, and an additional section pertaining to a unique new creature 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 first part of a series of three modules (with SHRINE OF THE KUO-TOA, D2, and VAULT OF THE DROW, D3), or as the fourth part of a continuing series of modules which form a special progressive campaign scenario (DUNGEON MODULES G1, G2, G3, D1, D2, D3, and Q1, (QUEEN OF THE DEMONWEB PITS). TSR 9019

Cover of DDAL08-14 Rescue From Vanrakdoom
DDAL08-14 Rescue From Vanrakdoom
5th Edition
Levels 11–16
23 pages
0  0

Vampires in service to Shar, the Mistress of Night, are somewhere in Vanrakdoom. You must locate them without drawing the attention of the other residents of this dangerous place. Part Two of the Undying Threat trilogy. A 4-6 Hour Adventure for Tier 3 Characters. Optimized For: APL 13

Cover of H2 The Mines of Bloodstone
H2 The Mines of Bloodstone
AD&D
Levels 15–18
48 pages
0  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 Sorrowwraiths (5.5e)
Sorrowwraiths (5.5e)
5th Edition
Levels 1–20
374 pages
0  0

Sorrowwraiths is a dark, urban adventure with Victorian-era aesthetics, gothic-horror monsters, and Witcher-esque ethical dilemmas. It is set in a colonial metropolis plagued by monsters and curses, dealing with the advancing industrial age and its many accompanying issues – poverty, pollution, exploitation, etc. The city has lost its previous group of heroic defenders, and the player characters must pick up the torch and solve a variety of problems including: - Rescuing allies from the clutches of monsters and despair alike; saving communities from threats within and without; setting up a home base - Stopping a brilliant-and-vile scientist from infecting the city with a new vampiric affliction - Venturing into the city’s haunted magic school and rescuing its students from a pair of hags - Defending the city from bloodthirsty revolutionaries (but also maybe toppling the tyrannical regime) - Figuring out who or what has cursed their city, and finding a way to not only save it but right its wrongs too The book contains: one haunted magic school, one revolution, 176 enemy statblocks, 106 battle maps, 5 NPC companions, no AI content, several sad monologues, buckets of despair, and one faint ray of hope.

Cover of Castle Dracula - a 5e Castlevania-style adventure
Castle Dracula - a 5e Castlevania-style adventure
5th Edition
Levels 3–5
122 pages
0  0

Dracula, the Lord of Shadow and Darkness, has covered the land in shadow and dispatched armies of monsters and undead from his magical castle. His armies threaten to overrun major cities and plunge the world into a literal Dark Age. The last of the vampire-hunting clan that traditionally opposed him has disappeared, and still the armies advance. He must be stopped. If that's not enough motivation, it is well-known that his castle is full of magical items and great riches... but also great danger. If you've ever wanted D&D and Castlevania to meet, look no further. This adventure is exactly what you wanted. Every area of the castle poses different and unique challenges to keep the party engaged and on their toes. Written for the DM as a ready-to-run adventure, it is designed for four to six characters. The adventure starts at level 3 at the outer defenses of the castle, and ends with the party advancing to level 13 after defeating Dracula in an epic battle. The adventure includes documentation to help even a new DM succed, including suggestions for how to run each of the area "boss" monsters in combat. There are approximately 50 new enemies and over 3 dozen new magical items. It also comes with a list of suggested music for many areas of the castle, and a 25-page campaign log recounting an actual tabletop play-through of this adventure from the DM's perspective.