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1769 adventures found
Cover of The Silvered Edge of Twilight
The Silvered Edge of Twilight
5th Edition
Level 4
32 pages
0  0

The characters arrive in Thaliost, a city rife with unresolved tensions from the Last War. Through danger and discovery, the party will discover that the Lammanian artifact they were sent to escort back to Sharn has been stolen. They’ll have to track down the thief, who jumps onto the Five Nations Express, House Orien’s flagship lightning rail service, in a bid to escape to the Eldeen Reaches and open a gate to apocalypse.

Cover of The Wizard's Egg
The Wizard's Egg
5th Edition
Levels 1–4
34 pages
0  0

Break in. Do the job. Survive the fallout. In a city so vast as Pindus-on-Isles, if you want to get ahead, you need to cozy up with someone powerful. And do something dangerous. When Hope the Fixer shows up at your door with a job from an anonymous employer, the pay is good enough. Are you? Seems there’s a thief holed up in a Wizard’s Egg, a stone laboratory suspended high on a tower. The anonymous employer wants the stolen goods trashed. It’s in Lightmill though. Those glittering skyscrapers are no place for basegels like you. Get your disguise together. Hope’s got the hippogriffs. It’s destruction time.

Cover of The Undying Tournament
The Undying Tournament
5th Edition
Level 8
6 pages
0  0

Within the darakhul city of Gonderif, at the nadir of a thousand‑foot‑deep chasm, is the site of a vile tournament where Gonderif ’s most rebellious slaves and war prisoners are forced to fight to the death—and through undeath after undeath—until only one living champion remains. Whether they came as captives or as liberators, the PCs must survive the Undying Tournament.

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 SQ1 – Yearning for Adventure
SQ1 – Yearning for Adventure
5th Edition
Levels 1–3
32 pages
0  0

A religious festival in the nearby town of Saratoga is the spot your introductory level PCs have opted to begin their careers. With so many people coming to the festival the group anticipates finding information on adventures they can start their budding careers with. Action begins sooner than expected as the celebration is interrupted by a group of Stirges bothering some of the revelers and it quickly gets worse…

Cover of A Shroud for Aganatha
A Shroud for Aganatha
5th Edition
Level 11
4 pages
0  0

A bargain struck between a dwarf chieftain and a great divine power forms the heart of this adventure. The chieftain, unwilling to step down from her position as ruler, seeks a way to hide from the god. When the party rescues some of her kin, they are offered riches for recovering a long lost magical shroud with the power to obscure mortals from the eyes of the gods. But recovering the shroud draws the attention of the god’s agents, and the party must choose a side. In this storied and fate-filled adventure for eleventh-level and up PCs, the party must battle their way through a ruined dwarven armory before deciding the fate of the chieftain.

Cover of The Dark Night Before Christmas
The Dark Night Before Christmas
5th Edition
Level 10
8 pages
0  0

With the approaching winter, cold winds and long nights, the people of North get excited about its centuries-long tradition: the visit of Mage Nicholai Klaus Noah, the bearer of good fortunes and gift-giver. However, for the first time in over century, Nicholai is late! At first, the people didn't bother, but as days and nights passed, rumors increased until it finally evolved to a complete despair as numerous children started disappearing from all over the place! The council has decided to find those children and learn what happened to the beloved Mage. And they are willing to pay a considerable reward for that.

Cover of SQ17 - Grimoire of Deenus
SQ17 - Grimoire of Deenus
5th Edition
Levels 7–9
23 pages
0  0

Deenus was a necromancer that was put out of business a quarter century ago by a group of adventurers. Despite their success, the delvers were never able to discover the dungeon entrance. Your new benefactor may have information on that…

Cover of The 13th Circle
The 13th Circle
5th Edition
Levels 15–17
6 pages
0  0

The 13th Circle is an epic battle with one of the archfiends of legend, the demon Baphomet. Designed for Tier 3-4 characters (levels 15-17) and set in the Dread Domain of Kachelior, the adventure requires the party to navigate the mysterious and maddening mazes that protect the demon's castle, and battle fiends of all kinds to reach his throne room. But will they discover the truth of his machinations? Word has spread through the small collection of towns within the Grey Shade that a cult of Baphomet has been preparing something for their master within his palace. The players will travel to Baphomet’s palace, and make their way through the massive forest maze that surrounds it. They will find the corpse of one of the previous heroes enshrined near the center which hints towards the true purpose of the cultists. They will then have to infiltrate the dread palace either stealthing or fighting their way through the defenses. They then must make it past Baphomet’s Lieutenant, Aphalos, the Godeater. The characters defeat Aphalos or persuade him to leave his master to his fate. Once they enter the chamber, Baphomet’s plan is made clear. He wishes to create a maze within time, thus trapping this world in the same cycle of pain and doom as before.

Cover of Dread Shelan & the Sahuagin
Dread Shelan & the Sahuagin
5th Edition
Levels 4–6
16 pages
0  0

A hideous hag threatens to corrupt everything it can, including a young bronze dragon who protects this stretch of coastline. The heroes must stop Dread Shelan at all costs, lest the entire area come to ruin. Can the brave adventurers defeat Dread Shelan and her pet sahuagin? This package (adventure, maps, etc. within) forms a complete module for use with Dungeons & Dragons ® 5th Edition rules. It is especially designed for Dungeon Masters to initiate play with a minimum of preparation, and to invoke that OSR look and feel you remember from the original Saltmarsh back in the 80s. In addition to descriptive and situational material, this module also includes special informational sections giving background history and legends, listings of possible monsters and treasures and how to place them, a list of adventuring characters, tips on various aspects of play for the Dungeon Master, and helpful advice for starting players. Old School Look and Feel! Instructions given for scaling the encounters for levels 5 to 10.

Cover of Dib's Wagon of Doom
Dib's Wagon of Doom
5th Edition
Levels 1–2
3 pages
1  0

The nefarious master wrestler Dib, the goblin, is "terrorizing" the streets of the town (or city). Since his defeat in his roadside fortress, the would-be chieftain has plotted his revenge. Gathering to him a new batch of dim minions, Dib has transformed a stolen merchant wagon into a machine of war. The wagon is powered by several goblins inside who, while devoted to Dib, lack the strength to pedal the thing quickly or consistently. Dib's plan to wreak a path of havoc through the streets has resulted in something a bit more disappointing. In this light-hearted and quirky adventure for four first- or second-level PCs, the party must confront the war wagon, gain entry to it, and defeat its defenders—the lives of several potted plants and a few market stalls depend on it!

Cover of Factions of Sigil - Circle Crypts of Sigil
Factions of Sigil - Circle Crypts of Sigil
5th Edition
Level 10
7 pages
0  0

We get it. Factions are an integral part of D&D, but it's not always clear how to use them in your campaigns. Luckily, Factions of Sigil has you covered for each of the twelve main factions found across Sigil and the Outlands! This supplement goes over the various rules and lore around the primary factions found in Sigil and the Outlands, making it easy for any new or veteran DMs to integrate the factions more into the core stories being told, and making them feel more useful for the players that choose to join. In this adventure, the Heralds of Dust in Sigil ask the characters to investigate and end the disappearances in secret crypts under Sigil.

Cover of FVC13 - Plunder of North Port
FVC13 - Plunder of North Port
5th Edition
Levels 12–14
19 pages
0  0

You and your cohorts have pulled into Free Haven, a port city in the northern reaches to settle down for the season. Your respite is short lived as word reaches the city that a small community further north has been attacked by humanoid raiders! Refugees from North Port have arrived and report their community has been sacked. There is little hope of survivors and the fear is that Free Haven may be next. With little else to do, it is time for the party to put on their “hero caps” and save the day!

Cover of FVC9 - Royal Recovery
FVC9 - Royal Recovery
5th Edition
Levels 7–9
18 pages
0  0

FVC9 – Royal Recovery is a short adventure involving a lost princess. A peace accord is in jeopardy when a royal wedding may be postponed due to a missing bride. She was secretly coming to Tol Borron, home to her future suitor, but her ship is now missing. The party has been asked by a gypsy, working on behalf of the king, to head towards the Horns of Barnack where some debris has been located. Will your party be able to solve the mystery of the missing princess?

Cover of The Fairy and the Wizard
The Fairy and the Wizard
5th Edition
Level 1
12 pages
0  0

A wizard has kidnapped a young lumberjack... What macabre ritual will he preform with his blood? What devil will he conjure to occupy his body? In to what kind of aberration will he transform the young man? A maiden wants to recover her fiancé, a father wants to recover his son, a village wants to recover it's hero. The village anxiously hopes the road will bring courageous characters, who have the valor they lack to undertake the journey to the tower of the wizard. A caravan can be seen on the horizon... Un mago ha secuestrado a un joven leñador… ¿Qué macabro ritual llevará a cabo con su sangre? ¿Qué demonio conjurará para ocupar su cuerpo? ¿En qué aberración convertirá al joven? Una doncella quiere recuperar a su prometido, un padre quiere recuperar a su hijo, un pueblo quiere recuperar a su héroe. La aldea espera ansiosa que el camino traiga valerosos personajes que tengan el coraje del que ellos carecen para emprender el viaje a la torre del mago para rescatar al joven. Una caravana se divisa en el horizonte… Published by Caravana

Cover of City of Brass
City of Brass
5th Edition
Levels 1–20
? pages
0  0

Good folk have vanished. Those who were once disparaged and forgotten now wield power unlike anything seen before. Rulers and sages turn a blind eye to the disturbing events unfolding around them. In every corner of the Lost Lands, the Cult of the Veiled One spreads unchecked. Prophesizing a cleansing jihad of flames and the coming of the Burning One, the cult has erected its brazen spires in every land. What follows depends on the wit and courage of mighty heroes who must rise to the occasion and take the fight to the enemy in its very stronghold. Will they succeed, or will they succumb to the temptations of the Veiled One’s court and join in the conquest of their home world? A fabled city of wishes on the edge of an eternal flame. The City of Brass is a rich combination of sand-box style role playing adventure, planar exploration, and twisted dungeons designed to test even the most seasoned adventurers.

Cover of The Hag's Hut
The Hag's Hut
5th Edition
Levels 6–8
7 pages
0  0

𝐈𝐬 𝐲𝐨𝐮𝐫 𝐩𝐚𝐫𝐭𝐲 𝐭𝐫𝐚𝐯𝐞𝐥𝐥𝐢𝐧𝐠 𝐚 𝐥𝐨𝐧𝐠 𝐰𝐚𝐲 𝐚𝐧𝐝 𝐲𝐨𝐮 𝐰𝐚𝐧𝐭 𝐭𝐡𝐞 𝐭𝐫𝐚𝐯𝐞𝐥 𝐭𝐨 𝐡𝐚𝐯𝐞 𝐚 𝐥𝐢𝐭𝐭𝐥𝐞 𝐦𝐨𝐫𝐞 𝐟𝐥𝐚𝐯𝐨𝐮𝐫 𝐭𝐡𝐚𝐧 𝐣𝐮𝐬𝐭 "After travelling for a week you make it safely." This module adds a small side adventure for a party on the road; 𝐚𝐝𝐝𝐢𝐧𝐠 𝐭𝐡𝐚𝐭 𝐦𝐮𝐜𝐡 𝐧𝐞𝐞𝐝𝐞𝐝 𝐟𝐥𝐚𝐯𝐨𝐮𝐫 𝐭𝐨 𝐭𝐫𝐚𝐯𝐞𝐥 𝐬𝐞𝐬𝐬𝐢𝐨𝐧𝐬. This module centres around a deceptive hut that looms besides a lonely forest road. 𝐃𝐞𝐬𝐢𝐠𝐧𝐞𝐝 𝐟𝐨𝐫 𝐚 𝐩𝐚𝐫𝐭𝐲 𝐛𝐞𝐭𝐰𝐞𝐞𝐧 𝐥𝐞𝐯𝐞𝐥𝐬 𝟔-𝟖. If you enjoyed this module please take a look at my other modules. https://www.dmsguild.com/browse.php?author=Tanner%20Johnston

Cover of The Wolves of Welton
The Wolves of Welton
5th Edition
Levels 2–3
14 pages
1  0

Come and wolf down the adventure! It’s been a long time since the people of Welton have worried about anything but sheep ticks and late frosts, but now a pack of strangely determined wolves are spiriting away entire flocks at a time and driving farmers from their fields. With food running low and their sorcerer-in-residence nowhere to be found, the village council send out a desperate plea for brave adventurers to destroy the beasts. Is the job as easy as a walk in the woods, or is there more to the Wolves of Welton than mere animal cunning? There’s only one way to find out… A fresh take on the ancient 'kill ten wolves' quest that RPG fans will be so familiar with, The Wolves of Welton is designed to be played from start to finish in just one 3-6 hour session with limited preparation from the DM. All major characters have roleplaying notes included and full-size environment maps are included.

Cover of DDAL05-05 A Dish Best Served Cold
DDAL05-05 A Dish Best Served Cold
5th Edition
Levels 5–10
33 pages
0  0

Stagwick’s long-standing peace with giant-kind is threatened as a patrol of Blood Riders spark a feud with a local tribe of giants. With word of strange activity coming from the Ice Spires, Good King Hartwick can’t be too careful. Can you quench the giants’ thirst for revenge?

Cover of Heart of Stone
Heart of Stone
5th Edition
Levels 1–5
32 pages
0  0

When a quickstone quarrying operation breaks into the site of a magical seal, a cult of the daelkyr Orlassk is unleashed upon the region. The player characters must gather scattered artifacts in order to repair the seal, and shut away Orlassk and its minions for good. An introductory adventure for the Eberron campaign setting for a party of five 1st-level characters. The adventure takes place in the town of Quickstone on the western border of Breland, where the nation abuts Droaam, the nation of monsters. Characters will advance to 5th level by the end of the adventure.