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100 adventures found
Cover of Tomb of Horrors (super-adventure)
Tomb of Horrors (super-adventure)
4th Edition
Levels 8–22
160 pages
0

In the aftermath of AD&D Second Edition's "Return to the Tomb of Horrors," the demilich Acererak was thought destroyed. In truth, his spirit lingered and now after eons he schemes once more to achieve divinity. The characters must travel to three extraplanar dungeons, in addition to the remains of the original Tomb, in order to stop this from coming to pass.

Cover of Pathfinder Module D1.5: Revenge of the Kobold King
Pathfinder Module D1.5: Revenge of the Kobold King
3.5 Edition
Level 5
18 pages
0

It should have been the end. When the bloodthirsty adventurers burst into his throne room and mercilessly cut him down, the tale of Merlokrep, last king of the ill-fated Truescale Tribe, should have ended. But the fates weren’t yet finished with the Kobold King, and now a dark power has brought him back from the dark beyond to wreak his vengeance upon those foolish adventurers who destroyed his tribe.

Cover of The Shadow Rift of Umbraforge
The Shadow Rift of Umbraforge
4th Edition
Level 4
50 pages
0

“The Shadow Rift of Umbraforge” is a sequel to “Siege of Bordrin’s Watch” and the third part of the Scales of War Adventure Path. In “Siege of Bordrin’s Watch,” the PCs discovered that dark creepers had sold arms and tactical intelligence to the orc war chief Tusk, aiding him in his attack against the folk of the Stonehome Mountains. In this adventure, the PCs investigate the link between the orcs and the dark ones, stumbling into an armsrunning operation that takes them to the Shadowfell in order to finally confront the charismatic figure behind it. Pgs. 4-53

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 Towers of Evil
Towers of Evil
BECMI
Levels 3–5
16 pages
1

Devastated in a war with a nearby wizards' school, the Fighters' Academy has since been surrounded by a foul and dank swamp - the Gloomfens. Since the climatctic battle between the wizards and fighters, the tower has decayed. The spirit of the head of the academy haunts the building, eternally plotting his revenge on the wizards who killed him. his loyal sutdents remain faithful to him even in death. Other foul undead have made their home in the rotting, spacious academy. From their lair, they make forays into farmsteads near the swamp in search of victims to feed their unspeakable appetites. The Problem of these terrible attacks by the savage undead will not stop until the evil that has found a home at the tower is burned from the face of the land forever. Will your party heed the call and help the town of Melinir? Will they be able to clear the former Academy of its undead? Towers of Evil is the second in a three part adventure, The Haunted Tower. Or, it can be ran as a stand alone adventure. The choice is up to you. Part of TSR 1081 The Haunted Tower

Cover of Annihilation Hold
Annihilation Hold
5th Edition
Levels 10–16
16 pages
0

Beyond the western mountains, the orcs generally kept to themselves. Over the years they built their civilization. They enriched themselves through magic and music, and followed a doctrine of peace and acceptance that was empowered by the dangerous mountain range on one side and the swirling seas on the other. Their quiet society was shattered when a djinni named Hasteth was summoned by their elder mages. Hasteth was a creature of pure evil and perverted the wishes that it granted. In time, the orcs were able to trap the djinni within an enchanted ceramic jar called the Annihilation Hold, but not before their entire way of life was torn asunder. Many centuries have gone by and the orcs are scattered to the wind, with few recalling their proud nation. The hidden complex containing the Annihilation Hold has been discovered. Tales of wealth and magic fill the rumors the adventurers overhear. Will your adventurers brave the hazards inside to claim the riches?

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.

Cover of Tower Of Zoramadria
Tower Of Zoramadria
4th Edition
Level 23
8 pages
0

The Tower of Zoramadria is hidden away in the Feywild. The tower is an arcane academy under the tutelage of the lich Parthal. Parthal and his students lead serene lives of study and contemplation, except when they engage in a bout of bloody necromantic research that requires innocent souls as vital components. Parthal has a score to settle, and the Feywild itself might shudder and scream before the lich has had his revenge on those who killed his love. Pgs. 104-111

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 Shadows in Freeport
Shadows in Freeport
3.5 Edition
Levels 6–8
64 pages
0

The legendary city of Freeport is a seedy port town where former pirates settle down to become "businessmen" while street gangs fight over the slave trade. In the deepest warrens of this already dangerous place, mad cultists worship unspeakable gods - and sometimes these sinister deeds bubble to the surface. There's a dark shadow over Freeport today, as yet another innocent child has gone missing. The trail leads to the old Cresh Manor, boarded up but not forgotten. The city needs heroes to find these missing children. But are the heroes brave enough to conquer the dark shadows of Freeport?

Cover of Ire of the Storm
Ire of the Storm
Pathfinder
Level 1
64 pages
0

Pridon's Hearth is Sargava’s newest colony, pushing the country’s borders further south than ever before and attracting treasure-hunters, fortune-seekers, and troubled souls hoping for a fresh start. But unnaturally powerful storms rock the tiny settlement just as the local lizardfolk tribe declares war on the colonists within. Are these threats somehow related? What became of the heretical cult of Gozreh that journeyed to the region a century ago, and do its corrupt teachings hold the key to calming the growing hurricane? Can the heroes protect the growing community from raging tempests and hostile monsters alike? And what role does the shadowy Aspis Consortium play in these recent dangers? These challenges and more await heroes willing to face down the Ire of the Storm! Designed for use with Pathfinder Roleplaying Game, this adventure is packed with excitement and unique personalities! Written by rising star Thurston Hillman, Ire of the Storm is a deluxe adventure for 1st-level characters, and includes 64 action-packed pages of tropical dangers, jungle ruins, and two new monstrous foes, plus a gorgeous double-sided poster map featuring the Sargavan colony of Pridon's Hearth and an exploration map providing an overview of the entire surrounding region. Players can expect to reach 6th level upon completion of this adventure—or wind up food for all manner of scaly menaces!

Cover of At Death's Door
At Death's Door
5th Edition
Level 6
34 pages
0

At Death’s Door is a dungeon crawl that takes place almost entirely in the upper chambers of the Lair of the Keeper. This lair belongs to an ancient dracolich that perhaps styles themselves after the legends of the Keeper, or perhaps even inspired them. Stormhome. The player characters are called to the home city of House Lyrandar to meet with Guild Handler Lhara regarding their quest for an artifact tethered to Dolurrh, the Realm of the Dead. The Descent. Traveling by airship over the horrors of the Demon Wastes, the party descends into a vast canyon to find the Lair of the Keeper. After agreeing on a pickup point, the party skydives into the hellish landscape and hides to avoid the notice of a would-be god, then explores the surrounding area. The Lair of the Keeper. The bulk of the adventure takes place in the upper chambers of a dracolich’s lair in a manifest zone tied to Dolurrh, the Realm of the Dead. Surviving the horrors of this place is the main challenge of the adventure. The Ghaash’kala. There is one last challenge standing between the players and their escape to the airship. The orc tribes called the Ghaash’kala consider it their holy duty to protect the rest of the world from the horrors of the Demon Wastes. They will attempt to stop anything from escaping the Wastes, unfortunately including our heroes.

Cover of X1 The Isle of Dread
X1 The Isle of Dread
BECMI
Levels 3–7
32 pages
0

One of the original D&D classics, "The Isle of Dread" is a hex crawl wilderness adventure. It focuses on surviving primitive beasts, dinosaurs, and pirates while uncovering the mystery of the island's inland city, where a great treasure awaits. From the cover: "This module contains maps and background material for the Isle, fifteen new monsters, and suggestions for further adventures. In addition, The Isle of Dread contains a map and background information for a large continent, and eleven smaller maps for encounters on the island itself. In this module, players will push their way through dark jungles and treacherous swamps to discover the lost plateau, and the final secrets of - the Isle of Dread!" TSR 9043

Cover of City of Broken Idols
City of Broken Idols
3.5 Edition
Levels 13–15
31 pages
0

A top the crown of the Isle of Dread, a hateful monster broods. Spawned by the Price of Demons, the architect of the shadow pearls dwells deep under the ruins of ancient Thanaclan. As long as this vile monster lives, the threat of the savage tide remains, looming dark on the horizon. "City of Broken Idols" is the seventh chapter of the Savage Tides Adventure Path, a complete campaign consisting of 12 adventures appearing in Dungeon magazine. For additional aid in running this campaign, check out Dragon magazine's monthly "Savage Tidings" articles, a series that helps players and DMs prepare for and expand upon the campaign. Issue #354 of Dragon magazine features the totemic demonslayer, a new prestige class that focuses on fighting and defeating demons, be they at the heart of the Isle of Dread or encountered in the depths of the Abyss itself. The central mesa of the Isle of Dread is taboo to the locals, a place shrouded in mystery and cloaked in rumor. The time has come to confront the evil that dwells atop the island’s savage crown. Pgs. 54-84

Cover of XS2 Thunderdelve Mountain
XS2 Thunderdelve Mountain
BECMI
Levels 7–9
40 pages
0

The ancient dwarven kingdom of wonder and fable is no more! Only the tales of it's grandeur remain to entertain the children, or so you thought. Then you met Nimron. Distraught and desperate, you alone can pass the gates sealed so long ago. Within are the lairs of bandits, cutthroats, and worse. The evil that destroyed the dwarven home - the Halls of Paradise - is awakened again. Into this horror ventured the dwarven princess Grona Marblefist to reclaim her kingdom. She, like so many others, has not returned. Now you must face this peril alone. Thunderdelve Mountain is a solitaire adventure for the DUNGEONS & DRAGONS Expert game. Players who don't wish to face the fallen Halls of Paradise alone may also use this adventure for group play. TSR 9157

Cover of X2 Castle Amber (Chateau D'Amberville)
X2 Castle Amber (Chateau D'Amberville)
BECMI
Levels 3–6
28 pages
0

Trapped in the mysterious Castle Amber, you find yourselves cut off from the world you know. The castle is fraught with peril. Members of the strange Amber family, some insane, some merely deadly, lurk around every corner. Somewhere in the castle is the key to your escape, but can you survive long enough to find it? TSR 9051

Cover of Mausoleum Of Ssra-Tauroch
Mausoleum Of Ssra-Tauroch
4th Edition
Level 17
8 pages
0

The Auburn Desolation is a forsaken waste of treacherous sand and unbearable heat within the Shadowfell. Gloom-wrapped serpents and foul undead haunt the wastes, striking out at unsuspecting travelers from sandy graves. Pgs. 88-95

Cover of DDEX03-07 Herald of the Moon
DDEX03-07 Herald of the Moon
5th Edition
Levels 5–10
39 pages
0

Elanil Elassidil, an elf bard of no small legacy, has put out a call for trustworthy agents. It is time, it seems, for a quietly hidden piece of elven history to become known to the world. Meira Faerenduil, lost knight of Myth Drannor, has been dis-covered, and must be brought back to civilization. A four-hour adventure for 5th-10th level characters. **NOTE** As of August 30th this adventure no longer grants an Oathbow in Adventurers League play. It has been changed to award a +2 Longbow per the Adventurers League Content Catalog.

Cover of The Star Cairns
The Star Cairns
AD&D
Levels 5–8
48 pages
0

The Lost Tombs, Volume 1 Derro swarm in the Abbor-Alz. The Doomgrinder windmill's blades approach their zenith. Strange sightings in Hardby and rumors of a bandit empire in the mountains have commoners and nobles concerned. The Circle of Eight hopes that the key to averting this disaster can be found in the mysteries of a group of five ancient crypts, the Star Cairns. But first someone has to find the fifth cairn.... Five separate adventure sites playable individually or linked together, The Star Cairns can provide a diversion for treasure-hungry adventurers - or can be used as the seeds for an extensive campaign. Although the adventures are designed for four to eight characters of levels 5-8, each section can be adjusted for weaker or stronger groups. TSR 9579

Cover of Into the Maw
Into the Maw
3.5 Edition
Level 17
38 pages
0

Few planes possess the raw malevolence of the Infinite Layers of the Abyss. It is a place of random violence, appalling cruelty, and pure, unadulterated wickedness. Here, unreasoning malice rules, and countless demons torture and murder for the joy of it. The Abyss is innovative in its wretchedness, with each fleeting moment birthing new and awful psychotic acts of utter evil. Those who brave its depths find no relief from its corrosive nature, nor respite from the cancerous seeds of evil blooming within all who tarry here; they find only anguish, pain and if they're lucky, sudden, abrupt death. "Into the Maw" is the ninth chapter of the Savage Tide Adventure Path, a complete campaign consisting of 12 adventures appearing in Dungeon magazine. For additional aid in running this campaign, check out Dragon magazine's monthly "Savage Tidings" articles, a series that helps players and DMs prepare for and expand upon the campaign. Issue #356 of Dragon magazine features an expanded list of strange and exotic magical items that could be purchased from the mercane merchants encountered during "Into the Maw." In order to rescue a friend, the PCs must sail into the Abyss and infiltrate a prison built by the Prince of Demons. Pgs. 48-85