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Cover of FV3 - Road to Kak
FV3 - Road to Kak
5th Edition
Levels 3–5
12 pages
0

For those who trekked through Jeopardy Caverns and Urgoth’s Canyon a short trip to the north will land them on FV3 – Road to Kak. From this location the party can continue on their quest of fame and fortune with a variety of different encounters. Much like the canyon adventure this one presented different options of travel for a group of young adventurers.

Cover of FN13 - Kroast Caverns
FN13 - Kroast Caverns
AD&D
Levels 8–10
12 pages
0

South of Tarlac Keep and across Lake Lowe lies a dormant volcano and its set of caverns. This location is currently the home to the powerful Artillus Highwing a massive Black Dragon. Artillus and his mate were responsible for the destruction of Tarlac at the cost of his partner. Artillus lost most of his army that day and has since moved into the caverns and attempted to rebuild the army to set his revenge upon the area.

Cover of The Snarlmoth's Loom
The Snarlmoth's Loom
5th Edition
Levels 5–8
16 pages
0

In preparation for the Magister's Masquerade, the students of Strixhaven must create and present themed outfits at the Silverquill Fashion Show. A fellow student offers to design truly unique and magical outfits for the characters, but first he will need special materials infused with magic from the snarls. Recover materials to craft magical fashions within the lair of a brand new creature—the Snarlmoth—in this short adventure set during Year 3 of the Strixhaven campaign.

Cover of Crown of Shadow
Crown of Shadow
3.5 Edition
Level 1
62 pages
0

An extended campaign for the Midnight setting from Fantasy Flight Games. Crown of Shadow is a desperate quest across Eredane, ranging from the depths of the Kaladrun Mountains, across the grim expanse of the occupied plains of Erenland, through the secretive underground of the Eren River, and finally into the heart of the Whispering Wood itself. Published by Fantasy Flight Games.

Cover of The Shrine of Marthammor Duin
The Shrine of Marthammor Duin
5th Edition
Levels 5–7
7 pages
0

(From DM's Guild) The Shrine of Marthammor Duin is a short excursion meant to supplement an ongoing Princes of the Apocalypse campaign. At it's core however, this is a traveller shrine that could be devoted to a deity in your homebrew games or any of the other god's of travel in the Dungeons and Dragons pantheons. It includes one new monster, two new items, a shrine map, and a printable player handout for your adventure. This short series of encounters was created to help Tyar-Besil feel more like a real place that was integrated into the surrounding lands and not just a dungeon filled with mad cultists. It also provides a nice opportunity for you to deliver some of the campaign’s back story to your players in an organic way. It will be particularly fun to run with groups that have a dwarf in them who can translate the native dwarven text in the shrine for the rest of the party and connect with the kingdom of Besilmer.

Cover of Fire in the Frostblood Mine
Fire in the Frostblood Mine
5th Edition
Level 3
7 pages
0

For centuries, the volcano now called Mount Zulgar was the battlefield of a conflict between red dragons and frost giants. The final battle saw the extinction of the dragons and only a handful of living giants. The dwarves of the Frostblood clan used this opportunity to drive out the giants and take the mountain as their own for its rich deposits of gold. 100 have passed, and now the volcano bubbles to life once more, bringing with it all manner of fiery creatures. Miners have been killed, and implike monsters assault the citizens of the mountain. The master of the goldsmith's guild has called upon your party to snuff out the Fire in the Frostblood Mine. Fire in the Frostblood Mine is a 4-5 hour adventure for 4 3rd-level characters. It can be used as either a one-shot or as part of an ongoing campaign. This module includes a single-session adventure to introduce your players to the strange creatures of the inner planes, maps of the two levels of Frostblood Mine, and a unique sentient magic item.

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

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 The Horn of Plenty
The Horn of Plenty
5th Edition
Level 4
6 pages
0

Enter the world of Dungeons & Dragons without spending a penny! This fourth-level adventure is designed to work with the free basic rules offered by Wizards of the Coast. You and your friends can explore, battle and roleplay without having to buy anything other than snacks, drinks and maybe some pizza for the DM! Will You Right a Wrong? When a powerful magic item is stolen from a wealthy farming association, the leaders turn to a band of reliable and - most importantly - discrete adventurers to retrieve it. Their journey takes them into a cave system filled with sickness and rot, and thrusts them into a debate over applying magical solutions to practical problems. Where will their loyalties fall when forced to make a tough choice? Includes: Hi-res copy of dungeon map Print-friendly version Continue the path to adventure!

Cover of Tiny Weird Adventures: Urban Edition
Tiny Weird Adventures: Urban Edition
5th Edition
Levels 1–3
51 pages
0

Short adventures and persistent random encounters to shake up the streets of your city! Tiny Weird Adventures: Urban Edition is a collection of short Tier 1 adventures to be used in conjunction with the Fifth Edition of the most popular fantasy RPG of recent times, easily adaptable to your medieval fantasy game of choice. You will get 6 urban-themed adventures to enhance your game with stories of exploration and intrigue around a big city. Each adventure describes short-lived events that can range from a short random encounter to a one-shot adventure. Each adventure has its own Weird Rumors and Unfolded Paths that will help you expand your campaign in new directions. Content 6 Tiny Weird Adventures! The Creepy Handshake: In the midst of a major crime wave, adventurers are hired to find a lost "pet". His identity, however, is somewhat peculiar... The Trickster Sword: In the big city, not all that glitters is gold: play this adventure to meet a magical weapon from another world. Vengeful Trash: What happens when a faith man loses patience? The gods aid him, of course! Help maintain order in the city or face the weirdest kind of creature ever seen! Sick City: Living behind the great walls of a big city may seem safe, but what if the real danger comes from within? There is no time for quarantine: cure the curse that falls on the population or go insane forever! A Love Supreme: After an unresolved event, two souls separate. Is every form of love valid? Play to find out! The Mug Mystery: In a newly opened tavern, a picture of a bald dwarf holding a mug is getting everyone’s hair up. Appendix with tables to generate NPCs instantly! A multitude of names of various types: human (male, female and neutral), elven, dwarf, dragonborn, orc, and surname for Halflings. Additional rules to give your NPCs more color, granting them Desires and Personalities. Quick custom NPCs creation according to its stat block: generate specific Personalities and dDesires for your guards, thieves, and town clerics. 5 new monsters and antagonists! Use the bizarre and smelly Garbage Golem and scare your players with the fury of rot. Add an extra dose of horror to your game with Unraxda, the demon of subterfuge and violence, able to possess and control his victims Meet little Crawly, the best undead rogue in town. Populate your encounters with the Fragile Zombie and give your players the opportunity to make their way across the battlefield by slicing through these weakling monsters! Lopo the Necromancer is the low Tier version of an end-of-campaign boss: perfect for starring in a battle full of evil minions.

Cover of Grakhirt's Lair
Grakhirt's Lair
AD&D
Levels 1–3
10 pages
0

A tribe of evil norkers led by a human illusionist threaten the town of Nolivari. The heroes must brave the wilderness, find Grakhirt's lair, and defeat him to ensure the safety of the local villagers. A straightforward dungeon crawl against lots of norkers! When do you get to see those guys in an adventure? Lots of monsters from the AD&D Monster Manual II as well. This adventure features a little bait-and-switch; the titular bad guy Grakhirt is assumed to be a norker, or gnoll, or some other monstrous humanoid, but is in fact a human illusionist/assassin! Note: The adventure doesn't feature caves AND a dungeon, but since the caves are treated like a dungeon with doors and numbered rooms, this is listed as a dungeon adventure as well. Pgs. 28-37

Cover of A Dungeon and a Dragon
A Dungeon and a Dragon
5th Edition
Levels 11–16
26 pages
0

A Four to Six Hour Adventure for 11th-16th Level Characters in Dungeons and Dragons 5E The Adult Green Dragon Valturnax has attacked the nearby village of Hartsvale, threatening to destroy them completely if they do not submit to his rule by nightfall. To save the town, adventurers must ascend the mountain by climbing through the caves housing the dragon’s minions and face him in his lair – and they need to do so before the sun sets. This adventure is meant to be quite challenging. Enemies know the adventurers are coming and have had time to prepare, and they do so intelligently. This adventure draws some inspiration from Tucker's kobolds. As an added bonus, this adventure is available completely for free.

Cover of What's Mine is Ours
What's Mine is Ours
5th Edition
Level 3
17 pages
0

After escaping the oppressive rule of the hobgoblin empire, a tribe of goblins stumbles across a long-abandoned iron mine that would make the perfect home for them, if only it wasn’t already full of dangers. What lurks in the mine is however a secondary problem for the goblins, as they know that hobgoblin scouts will be hot on their heels. Looking to gain a valuable ally, they turn to the local town of Cathric for help. Under orders from the Marquess of Cathric, your band of adventurers is tasked with ensuring that the mine can provide a steady source of iron. Of course, this will mean helping the goblin tribe to get the mine working and defending them from their old masters. Your players will have to face off against the monsters in the mine, a hobgoblin scouting party and some over enthusiastic mining equipment, all while trying to put on a brave face in front of three trainee goblin fighters. Content warnings: spiders, enclosed spaces, displaced populations, authoritarian regimes. It is also implied that a monstrous creature is wounded by another monstrous creature.

Cover of Pathfinder Adventure Path #85: Fires of Creation (Iron Gods 1 of 6)
Pathfinder Adventure Path #85: Fires of Creation (Iron Gods 1 of 6)
Pathfinder
Level 1
96 pages
0

The Iron Gods Adventure Path begins with "Fires of Creation," an exciting new adventure set in Numeria, land of barbarians and super-science! In the town of Torch, the settlement's unignorable tower of violet flame has gone out. The only clue to its disappearance is a newly discovered cave dug nearby. Are the heroes bold enough to unearth the otherworldly secrets that sleep beneath the city and reignite the fires of Torch? Or will their first foray into Numeria's ancient mysteries be their last?

Cover of Witchstone
Witchstone
AD&D
Levels 8–12
9 pages
0

The king has hired adventurers to investigate the sudden rash of giant attacks and strange phenomena around the town of Bywater. Meanwhile the townsfolk believe an evil witch is directing the attacks and only the magic sword of the town's founder can defeat her.

The Forge of Fury 3E
3rd Edition
Level 3
36 pages
0

Two centuries past, the dwarven smith Durgeddin the Black carved a secret stronghold from the caverns riddling a hill known as the Stone Tooth. Laboring ceaselessly in their halls under the mountain, Durgeddin’s clan forged enchanted weapons for use in their vendetta against the orcs that had driven them out of their old homes. Durgeddin and his followers are long dead, but the dwarf-hold is not empty. Deadly peril waits in the caverns beneath the Stone Tooth, as well as Durgeddin’s hidden armory of matchless weaponry. The Forge of Fury is a dungeon crawl, or site-based adventure, describing the ruined stronghold of Khundrukar. The characters come to the Stone Tooth in search of a hidden cache of Durgeddin’s superior blades. They find the old stronghold inhabited by a number of dangerous monsters.

Cover of Lowdown in Highport
Lowdown in Highport
AD&D
Levels 3–5
26 pages
0

Important: The adventure is 1e but it has monster conversion notes for D&D 4th edition The town of Highport, once a human community overlooking Wooly Bay from its perch on the northern coast of the Pomarj, fell prey to hordes of humanoids swarming out of the jungle-covered hills surrounding the settlement. Though the orcs, goblins, kobolds, ogres, and gnolls razed much of the place in their ferocious rampages, the smoldering ruins they left behind soon became a new kind of community, a place of trade between the humanoid “locals” and the unsavory human traders who have no compunction about doing business with them. Slaves are a commodity in ready supply in Highport’s market, since many pirates raid up and down the coast of the bay, putting fishing villages to the torch and filling their holds with captured refugees. Slavery has become a thriving business in the town, and rumors abound of a cartel of Slave Lords who run things from behind the scenes, filling their coffers in secret from the buying and selling of human chattel. The trade has become so prolific that the good folk to the north have grown tired of these depredations and decided to fight back. Forces of righteousness and honor have recently descended upon Highport, some openly and others in secret, in various attempts to destroy the machinations of the Slave Lords and abolish the abominable enterprise that has taken far too many loved ones from home and hearth. One such doughty servant of goodness is Mikaro Valasteen, a cleric of Trithereon. Mikaro slipped unnoticed past the crumbling walls of Highport with a single mission: to rescue and transport as many slaves to their freedom as possible. Mikaro and a handful of faithful assistants located a number of escaped slaves—as well as rescued a few more not sufficiently restrained and guarded—and shepherded them through the gates and beyond the reach of their humanoid tormentors, returning them to their lands and homes. This covert freedom brigade enjoyed remarkable success early on, since the servants of the Slave Lords were often lax in their vigilance and sloppy in their efforts to prevent loss of the “merchandise.” After one too many shipments never made its destination, the humanoids stepped up their security and the normal channels of escape from Highport closed to Mikaro and his team. He cannot risk exposure by smuggling the freed slaves through the gates as merchandise any longer, since shipments of goods are now regularly stopped and checked. No longer able to free the slaves in that manner, Mikaro began hiding his charges in an abandoned villa in a particularly rundown part of the town. Although they are safe for the moment, their numbers have grown unmanageable, and the priest fears it is only a matter of time before someone slips up and brings slavers to their doorstep. Ever more desperate to find a new means of escape from Highport, Mikaro has started work on a plan that is both daring and dangerous. He intends to use a series of old sewers coupled with natural caverns running beneath the town as an escape route to the sea beyond the walls. But he needs someone to clear out the creatures and pitfalls he knows lie within. Pgs. 2-27

Cover of Chagmat, Greyhawk Aid - World of Bandits
Chagmat, Greyhawk Aid - World of Bandits
AD&D
Levels 1–4
16 pages
0

The town of Byr is in need of heroes. Residents of the town of Byr have been kidnapped. Some think it was marauding Hobgoblins, but a grizzled and crippled veteran who helped to drive the Chagmat (monstrous spider-people) back many years ago believes that the Chagmat are back. Their forgotten temple is believed to be up on Little Boy Mountain. He argues that the mountain is where answers, and the missing townsfolk, can be found. Pgs. 33-48

Grotto of The Queen
AD&D
Levels 6–9
15 pages
0

A party of adventures has gone missing and the inhabitants of a local town have been acting strangely it is up to the party to figure out what is going on and stop what ever force are at work on the towns people

Cover of Against the Barrow King
Against the Barrow King
3rd Edition
Levels 3–5
15 pages
0

"The first raid on our village happened a little over 3 months ago. We awoke in the morning to discover that the Cooper family's house at the edge of town had been sacked in the entire family was missing," croaks Obed, the village elder. "We mounted a search party, but found no trace of them." The old man lifts his gaze to the west woods. "After the third such attack, we sent a messenger to seek aid from one of the larger towns nearby. He never returned." He turns back to face your party and continues, "We had no idea who or what was attacking our village... Until last week. Creatures in black robes drifted out of the woods to the west and began setting houses on fire. Then, they seized four of our bravest men and carried them, screaming, into the mists." Obed throws his mug of ale into the fire, suddenly angry, "The only creature capable of this evil is the Barrow King, who lives in the burial mounds to the west. But I swear, we have done nothing to focus his anger upon us, nothing!" Warily, the elder stands, leaning heavily on his walking stick. Slowly, he lifts it, pointing at each one of you in turn. "If it is the Barrow King, God help us!"

Lochfell's Secret
3.5 Edition
Level 15
16 pages
0

Stories of misfortune are often exaggerated, especially when they have been retold many times. For that reason, most people aren't taking seriously the claim that a sea monster living along the coast is eating whole ships full of sailors and swallowing entire families. But there's no denying a few facts -- the town of Lochfell is losing its citizens to a sea monster (one that walks on water no less), someone is stealing that same town's dead, and ships are beginning to choose other ports for unloading their goods. Such a scenario could doom the residents of the small port town to either a monster's gullet or the poorhouse. No one seems to know whether the town's two ongoing problems are connected, but the sea monster never leaves behind a corpse to bury. Is it collecting bodies for some dark purpose? Or did some more powerful evil creature create the sea monster to do its dirty work? Someone in Lochfell knows the answer, and it's up to the PCs to find it out. Lochfell’s Secret is a short D&D adventure for four 15th level player characters (PCs). The story is set in and around the port town of Lochfell. You can place the action in any section of your campaign world where a coastal town on a bay might exist. If there is a small town that the PCs visited in a past adventure but haven’t returned to in quite a while, so much the better. As always, feel free to adapt the material presented here as you see fit to make it work with your campaign.