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239 adventures found
Cover of Pathfinder Society Scenario #12: Stay of Execution
Pathfinder Society Scenario #12: Stay of Execution
3.5 Edition
Levels 1–7
18 pages
0

When a petty thief named Hadge gets a lucky break and makes off with a powerful divination focus of the Pathfinder Society's masked leadership, you and your fellow Pathfinders set out to the sparsely populated Taldor frontier to find him and recover the focus. When the local governor tosses Hadge into the brutal Porthmos Prison for a minor crime, your mission suddenly becomes a jail break. Will you free Hadge and uncover the location of the focus before the gangs of Porthmos tear him apart?

Howls in the Night (Midnight)
3.5 Edition
Level 5
21 pages
0

An adventure for the Midnight campaign setting from Fantasy Flight Games. While sheltering from a storm alongside a Shadow patrol, the adventurers discover that their hosts threaten both sets of guests. Published by Fantasy Flight Games

Cover of Pathfinder Society Scenario #18: The Trouble with Secrets
Pathfinder Society Scenario #18: The Trouble with Secrets
3.5 Edition
Levels 5–9
18 pages
0

Decades ago, an Osiriani Pathfinder named Bossell locked his transformed lover in the vaults beneath the Sothis Pathfinder Lodge. He then vowed that no one would ever discover his secret shame. The old and senile Bossell now relies on his assistant Fendel for everything, and the hapless assistant has disapeared into the vaults after reading his master's journal. You've been sent beneath the Lodge to destroy whatever it is that Bossell's lover has become—will you survive his secret or find yourself transformed as well?

Cover of Caverns of the Ooze Lord
Caverns of the Ooze Lord
3.5 Edition
Level 8
20 pages
0

Something's not right in the hamlet of Verdinica. Why do the locals wear such thick clothing, even in the midst of a heart and muggy summer? And what sort of "prisoners" could make the strange, sloshing noises that are heard some nights coming from the gaol? Pgs. 38-57

Cover of Dungeon Crawl Classics #6: Temple of the Dragon Cult
Dungeon Crawl Classics #6: Temple of the Dragon Cult
3.5 Edition
Levels 8–10
32 pages
0

In Temple of the Dragon Cult, the characters are called in to pursue a dragon that the king’s army was able to wound but not kill. It seems straightforward enough: the army tracked the dragon to its lair, and all the characters have to do is go in and kill it. But this dragon has a devoted cult of dragonblood followers who worship its every breath. Its lair is their temple — and they’ll fight to the death to defend their dragon-god…

Cover of Wreck Ashore
Wreck Ashore
3.5 Edition
Level 1
11 pages
0

Though small, Seawell is a prosperous trading town with a good location on the coast. Next to it is a long peninsula that features mostly swamplike terrain. The inhabitants of this peninsula include tribes of lizardfolk, plus several kinds of reptiles and amphibians. Most of these creatures don't bother the town, and Seawell's militia is experienced at repulsing raids by the more aggressive lizardfolk. A large reef extends the entire length of the peninsula on the side away from Seawell. This great wall of coral is a favorite site for fishermen, but it has always presented a serious hazard to ships approaching from that direction. Thus, about 45 years ago, the people of Seawell built a lighthouse on a small promontory near the reef, about 200 yards from the shoreline. Operated by a family that lived inside it, this lighthouse ensured that ships could easily steer clear of the reef. A few weeks ago, ships stopped arriving from that direction. Three ships are now overdue, and the people of Seawell have begun to suspect foul play. Thus far, however, they have not been able to investigate because of increased raiding by the lizardfolk. Something has stirred them up, and the town militia has been too busy repulsing raids to mount an expedition to the reef. Wreck Ashore is a short D&D adventure for four 1st level player characters (PCs). The scenario takes place on and around a swampy peninsula that juts out from a longer stretch of coastline. Along one side of this peninsula stretches a dangerous reef. Just offshore on the reef side stands a lighthouse built to warn ships of the danger. At the base of the peninsula on the side away from the reef is a small port town called Seawell.

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 Conquest of Bloodsworn Vale
Conquest of Bloodsworn Vale
3.5 Edition
Level 6
36 pages
0

Fallow and abandoned for years, Bloodsworn Vale has long been a dangerous wood separating two kingdoms. A recent call-to-arms asks adventurers from around the world to establish a trade route through this dark and forboding forest.

Cover of Terror in Freeport
Terror in Freeport
3.5 Edition
Levels 2–5
47 pages
0

This adventure can be used as stand-alone or continuing the arc started by Death in Freeport. Terror in Freeport leads the PCs deeper into the intrigue they began to glimpse in Death in Freeport. The investigation takes them from the corridors of power to the bowels of the underworld, with terrifying insights into who really controls the city. They discover that the Brotherhood of the Yellow Sign has its claws in the town's power elite, but thanks to some clever camouflage by Sea Lord Drac. they may not find out just whom the serpents control until it's too late. As the adventure begins, the PCs are contacted once more by a very nervous Brother Egil. He tells them that while staying with Lucius one evening, he awoke to find a burglar in the roomstealing a scroll. Egil is certain that the Brotherhood have penetrated further into Freeport than anyone imagines. He wants the PCs to investigate Milos's other ties to the city and find out what's being done about the temple of the Unspeakable One. The PCs search the cultist's lodgings and discover it has been carefully gone over, and several possibly incriminating books are missing. But the burglars overlooked one thing: a Tome with a diagram of the Lighthouse of Drac sketched onto the back page, marked with the letter V. Upon leaving Milos's lodgings, the PCs come upon a gang of orcs beating up a hapless messenger. They lend a hand, only to discover they've been tricked - the messenger makes off with Milos's book! A chase through the back streets leads them to the boarded-up building the y discovered in Death What they find isn't encouraging. There is a guard posted out front, courtesy of "V"- -Verlaine. head of the Captains' Council. Meanwhile, down below, the cultists continue to have the run of the caverns-— in fact, they have been shipping their unholy relics to Verlaine's own home!

Cover of Dungeon Crawl Classics #0: Legends Are Made, Not Born
Dungeon Crawl Classics #0: Legends Are Made, Not Born
3.5 Edition
Levels 0–1
36 pages
0

An Adventure for 0-Level Characters Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics don’t waste your time with long-winded speeches, weird campaign settings, or NPCs who aren’t meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you fear, and the secret doors you know are there somewhere. For the past few years, an ogre that lairs in a cave near the wilderness town of Dundraville has demanded tributes of ale and supplies. The villagers were happy to comply, lest the brute attack them or destroy their property. But recently, the ogre changed his demands. Now he wants gold, building supplies — and captives! When the ogre walked into town only to have his request denied, he flew into a rage. The brute dragged two townsfolk off to his cave, to be eaten for sure! The villagers have no heroes to protect them — so someone must rise to the challenge! Six determined townsfolk have taken justice into their own hands. Can these village commoners defeat the ogre in his own lair before their fellows are eaten?

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?

Cover of The Bullywug Gambit
The Bullywug Gambit
3.5 Edition
Levels 3–5
37 pages
0

When an attempt to arrange an early inheritance backfires, a man of lesser ambition than Vanthus Vanderboren would no doubt withdraw into his sister's manse to hide under her skirts and pray that the truth of his patricide remain hidden. Fortunately for Vanthus, lack of ambition has never been a problem. Now the Vanderobrens' prodigal son slinks east along the coast of Blood Bay, lured by rumors of an incredible prize kept in a smuggler's hideout called Kraken's Cove. Yet what he is destined to find there is far more than a lucrative bit of banditry. What awaits him is the savage tide. "The Bullywug Gambit" is the second 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 "Savage Tidings" articles, a series that helps players and DMs prepare for and expand upon the campaign. Issue #349 of Dragon magazine looks into the region surrounding Sasserine, and provides useful information if your PCs wish to explore this area more thoroughly than they do in the course of this adventure. The hidden caves of Kraken's Cove have long served the pirates of the Crimson Fleet as a place to stage their smuggling operations. When their latest cargo backfires, the PCs find themselves faced with something far worse than murderous pirates. Pgs. 12-48

Cover of GameMastery Module U2: Hangman's Noose
GameMastery Module U2: Hangman's Noose
3.5 Edition
Level 1
32 pages
0

"A spiteful ghost haunts an abandoned courthouse in the metropolis of Absalom, and on the ten-year anniversary of a grave injustice it seeks its revenge. The heroes must unravel the mystery of the ghost’s demise before they too are given a guilty verdict and sent to the gallows." This adventure is different from many others in that it progress according to 1 hour increments, rather than according to the player's exploration. The party is trapped in an old courtroom, trying to solve a decade old murder. Though one of the villains is listed as a "revenant," this is primarily due to the thematic similarity. The actual undead antagonist is a unique type called a "croaker," which bears a similarity in that it is driven by vengeance.

Cover of Pathfinder Society Scenario #19: Skeleton Moon
Pathfinder Society Scenario #19: Skeleton Moon
3.5 Edition
Levels 1–7
18 pages
0

When Pathfinder alchemist Andrax d'Aponte contracted a mysterious wasting sickness, he set his mind to feverishly researching the disease and its cures. With the rare skeleton moon hanging in the sky above Absalom, the Decemvirate sends you to an ancient siege castle outside the city to recover d'Aponte's research notes and inquire about his involvement in recent Pathfinder deaths in Osirion. What you find, however, is a man changed by madness and paralyzed by paranoia and fear. Will you survive the night of the skeleton moon?

Cover of Thieves and Liars
Thieves and Liars
3.5 Edition
Levels 4–5
6 pages
0

Dutch "Boss" Tillinghast, leader of the Sea Lord's Guard, is as corrupt as he is powerful. When his disloyal and understaffed Guard fail to capture a magic-using thief, Tillinghast turns to mercenaries--i.e., the PCs. "Thieves and Liars" is a short "interlude" adventure designed to be played between Terror in Freeport and Madness in Freeport.

Cover of The Maze of Zayene M1 - Prisoners of the Maze
The Maze of Zayene M1 - Prisoners of the Maze
3.5 Edition
Levels 8–12
60 pages
0

To Kill A King Death to King Ovar the tyrant! Life to law and order! Four characters are charged with a mission so insane, so daring, that terming it an assassination does not do it justice. Are the four volunteers who would lay low King Ovar killers or heroes? If murderers, how are they better than the madman theyre assigned to kill? And even if they are mere assassins, are they determined enough to overcome the Maze of Zayene? Snared in the Wizards Web

Cover of The Aundairian Job
The Aundairian Job
3.5 Edition
Level 5
14 pages
0

A powerful artifact lies deep in the vaults of a House Kundarak bank. Can the PCs steal it without getting captured in the process? "You'd be mad to even try it. Assuming you could get inside the compound, somehow avoid the guards and traps, and open one of the best vaults in Khorvaire, you'd still need to get back out. And then, even if you succeeded, the dwarves would still hun you down!" Tergil, commissioned salesman of exotic pre-owned goods. Bank heist adventure with lots of guards. Pgs. 16-29

Cover of Escape from Meenlock Prison
Escape from Meenlock Prison
3.5 Edition
Level 1
12 pages
0

What was supposed to be a simple prisoner transfer grows complicated when the PCs arrive at a prison that’s recently come under new management.

Cover of The Spire of Long Shadows
The Spire of Long Shadows
3.5 Edition
Level 13
30 pages
0

Centuries ago, the priest-king Kyuss sacrificed his nation to fuel his lust for divinity. He left legions of the hungry dead in his wake, along with a ruined city that now hides the truth behind the coming apocalypse. A man became a god in this worm-eaten city, and the secrets hidden there may hold the key to his defeat. "The Spire of Long Shadows" is the seventh installment of the Age of Worms Adventure Path, a complete campaign consisting of 12 adventures, several "Backdrop" articles to help Dungeon masters run the series, and a handful of poster maps of key locations. For additional aid in running this campaign, check out Dragon's monthly "Worm Food" articles, a series that provides additional materials to help players survive this campaign. Issue #339 of Dragon presents a magical pool owned by Manzorian that can give the PCs just the edge they need to survive what awaits them in the "Spire of Long Shadows." Pgs. 59-89

Cover of Dungeon Crawl Classics #10: The Sunless Garden
Dungeon Crawl Classics #10: The Sunless Garden
3.5 Edition
Levels 6–8
30 pages
0

After arriving at a seemingly abandoned trading post, the heroes discover to their horror that all the inhabitants have been transformed into black trees! Upon further investigation, they find clues that lead them to the hidden lair of Nockmort, a treant gone bad. Nockmort has been transformed by the strange radiation of a meteorite he discovered, and now he is a terrible force of evil. The characters must enter his sunless garden to save the town. And along the way they just might discover fabulous treasure...