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464 adventures found
Knowledge is Power
3.5 Edition
Level 6
9 pages
0

A short adventure for the Midnight campaign setting from Fantasy Flight Games. Harried by pursuing Shadow forces, the adventurers take refuge in the fissures of a vast glacier. In these icy caverns they battle the risen remains of an orc tribe and make contact with a powerful potential ally.

Cover of Falcon's Peak
Falcon's Peak
AD&D
Levels 1–3
7 pages
0

Lord Falcon’s nest holds a new brood of evil. Falcon’s Peak is an AD&D® game adventure for 5-8 characters of 1st-3rd level. The party should include a thief and at least one experienced cleric; a ranger would also be of help. The use of stealth and silvered or magical weapons is advised.

Cover of D2 Shrine of The Kuo-Toa
D2 Shrine of The Kuo-Toa
AD&D
Levels 9–14
20 pages
0

Having put down a rising of giants, it was discovered that the motivating force behind their depredations was that of long-forgotten evil - the Dark Elves. Determined to seek out these creatures, a body of doughty adventurers mounted an expedition to learn the strength of the Drow and bring retribution to them (DUNGEON MODULE D1, DESCENT INTO THE DEPTHS OF THE EARTH). 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 temple complex area, encounter and map matrix keys, and an additional section pertaining to a pair of unique new creatures 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 second part of a series of three modules (with DESCENT INTO THE DEPTHS OF THE EARTH, D1, and VAULT OF THE DROW, D3), or as the fourth part of a continuing scenario (DUNGEON MODULES G1, G2, G3, D1, D2, D3, and Q1, QUEEN OF THE DEMONWEB PITS). TSR 9020, From 1978

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 Drums at Daggerford
Drums at Daggerford
5th Edition
Level 5
160 pages
0

5e Solo Gamebooks presents Drums at Daggerford, the fifth in our continual series of solo adventures set in the Forgotten Realms. This quest enables you to experience D&D without a dungeon master! Simply roll up a level 5 PC and get playing. Drums at Daggerford is the way you must experience solo adventuring. Players and DMs beware, a new standard has been set. This solo adventure continues the story arc first begun in Death Knight’s Squire, developed further in Tyrant of Zhentil Keep & Citadel of the Raven, and left in The Tortured Land. Drums at Daggerford’s ability to echo a Tolkien spirit reverberates throughout the narrative no matter which path you may choose. But choose wisely because a razor’s edge separates peril from glory. Over a year in the writing, this latest instalment in our solo adventure series is a mini sandbox campaign that will give you anywhere up to 8 hours of solo adventuring enjoyment. Completionists and those who like to replay these adventures will get even more gametime. There are mysteries to be uncovered, items and sidekicks to be gained, codewords to unlock and villains to conquer! With lots of exploration, meaningful decisions, hard fights, and a variety of rewards and stories, Drums at Daggerford will continue to resonate with you long after solving the big mystery behind Krond Vikkurk’s malevolent plans.

Cover of Call of the Crystal Chasm
Call of the Crystal Chasm
5th Edition
Levels 9–11
25 pages
0

The humble hamlet of Brackinstone is home to a small community of halflings dedicated to the goddess Yondalla. When a raiding force of bullywugs threatens the isolated settlement, the player characters are asked to intervene on Brackinstone's behalf. However, it soon becomes apparent that something sinister is at work in the otherwise innocuous hamlet. What's included: 1 uncanny adventure divided into single-page sections for easy running 3 extra encounters that can be added in to add tension or increase the difficulty 2 fully-colored maps with unlabled versions for players (made with assets from 2-minute Tabletop) 9 custom NPCs with clickable links for quick access to statblocks 4 story hooks to continue the adventure afterwards (depending on the characters' actions) Content Warnings: Violence, death, abduction, psychological manipulation, body horror

Cover of The Bonegarden
The Bonegarden
3.5 Edition
Levels 12–14
128 pages
0

Ages of Buried Evil The Bonegarden is a small nation ruled by the dead, a circular cemetery 1 mile in diameter, surrounded by a magical containment field that keeps its denizens from spilling into the innocent world beyond. Within the gate lies one of the true blights of the Domain of Hawkmoon, an immense graveyard that serves as the prison for the doomed spirits of thousands of history's most awful criminals. Those inside are determined to escape, and one of them may have found a way... An Endless Forum of Adventure The cemetery is a self-contained battlefield that abounds with undead of types the heroes have never seen, each with its own special plan for escaping its eternal confinement. The Bonegarden contains dozens of new spells, feats, monsters, and magic items. All the action takes place inside a mile-wide arena where the dead are the majority and the living are hunted like wild game. The heroes have come to the cemetery in search of adventure. The only question is... can they get out?

Cover of White Death
White Death
AD&D
Levels 4–7
5 pages
0

One reason why they call it "the dead of winter." A year ago, a white dragon came out of the mountains north of Polarton, attacking trappers, driving off game, and marauding as it pleased. The dragon is seriously affecting the financial stability of the town. Therefore, the town council has placed a bounty on the dragon. This is a short arctic adventure. Pgs. 15-19

Cover of Creaking in the Dark
Creaking in the Dark
5th Edition
24 pages
0

When an injured child collapses in the street, will you venture into the cellar he fled from to discover what hides, creaking in the dark? Published by Nord Games

Cover of Winter Yonderland
Winter Yonderland
5th Edition
Levels 5–8
12 pages
0

Beasts in the Blizzard After offending that wizard last night, you awake feeling a strange chill in your bones. Perhaps it’s just a figment of your imagination, a physical manifestation of paranoia. As you rise from your bed and look out the window, you think perhaps not.

Cover of Warrens of the Stone Giant Thane
Warrens of the Stone Giant Thane
4th Edition
Levels 14–16
38 pages
0

To stop a devastating rampage of giants across the land, the party must venture into the lair of the stone giant thane Arnak to uncover the truth about why he has broken his peace with the neighboring dwarves. In the process, they will have the opportunity to retrieve important symbols of the fight against the giants and uncover a dangerous excavation. The adventure is part of the "Against the Giants" series originally by Gary Gygax, hence the writing credit.

Cover of Mists of Akuma: Trade War
Mists of Akuma: Trade War
5th Edition
Levels 3–12
374 pages
0

War brews beneath the emperor's notice, nature convulses as unholy demons bring woe to entire prefectures, and hobgoblin mercenaries wearing powerful machine armor march in greater numbers than ever before. Will you rise to save the empire or is Soburin destined for destruction? Soburin is beset upon by dark forces from its ancient past—not only the evil mists that transform men into monsters, but now too the return of a potent necromancer set to bring about a reign of agony, despair, and death! In the looming crisis the immortals that have treated the world as their gaming set are gathering their agents and pawns, deploying unique warriors across the continent with goals as mysterious as they are. It is within this epic game of intrigue that the adventurers become entangled as they undertake quests for the governmental bengoshi in the Sukochi, Yokuba, Ikari, Hakaisuru, Fuson, and Gekido prefectures as well as visit the enigmatic Tsukisasu, city of oni. Demons begat by the entities that consumed nature plague the party during their travels as do a very special gang of smugglers, the gun-toting Mubo Brothers, and the bloody hobgoblin mercenary erikotera warriors suddenly far more populous across the countryside than ever before. By the time all is said and done the PCs take part in a furious mass battle, nail-biting race through an undead dungeon, and finally an epic fight against an ancient evil atop the Hone-Noroi bone tower before it all comes crashing down! This extensive adventure path takes characters from 3rd to 12th level and includes all previous Mists of Akuma modules (Scourge of Róbai Shita Temple, Feud Primordial, Fangs of Revenge, Cursed Soul of the Scorpion Samurai, Yai Sovereign of Storms, and Revenge of the Pale Master) paired together with connecting material that creates one intensive campaign sure to delight GMs and players for months on end! It would be exhausting to list everything that's inside of the 374 pages of Trade War—here are some quick highlights and if you think this book is for you, peruse the table of contents (below) and sample PDFs. Over 50 maps 90 different NPCs and monsters 6 highly-rated adventure modules ranging from straightforward dungeon crawls to sandboxes of intrigue and back (and 2 sidequests by Andrew Engelbrite and Dirk van de Rijt) 8 new class archetypes: survivalist barbarians, smuggler bards, acrobat monks, tumbler rogues, enigmatic eye warlocks, desperado warlocks, and wizards of the inside out 32 new martial arts stance feats including new weapons martial arts stances Hyperlinks throughout to make accessing statblocks from the core rules a breeze Rules for mass combat An epic 9-level bone dungeon inspired by Buddhist hells Mists of Akuma character sheets

Cover of AS3 - Peregrination
AS3 - Peregrination
5th Edition
Levels 8–12
26 pages
0

The exciting artifact series concludes with AS3 – Peregrination. With a pair of control rods in hand you are guided to an ultimate prize, a Gnomish flying vessel! The rods have directed you to a crashed ship buried in the sandy beach. A check of the debris sheds light on the mystery of the artifact and a description of how to repair the intricate machine. Apparently finding the vessel is just the start!

Cover of Witches of Frostwyck
Witches of Frostwyck
OSR
Levels 1–5
64 pages
0

The ancient world of Harth is dying, but you’re going to die even sooner if you can’t escape from Frostwyck. You’re lost in a frozen forest of deadly predators and mysterious recluses. Your only refuge is the tiny village of Frostwyck, where metal is rare and kindness is rarer. And there are worse things in the shadows than mere bloodthirsty beasts. Witches haunt the groves of the north. Most keep to themselves, content to guard their secrets and powers. But one torments them all. Dama Zhadna has cursed the village so that none can escape. And now you’re trapped here. You’re going to die here... ...unless you can escape from the Witches of Frostwyck. Just a few things players can do: - Escape from a prison barge - Free demon souls from a giant spider-house - Find a charming witch-lord hiding with his pet dragon - Evade a merciless warrior zealot who is hunting them - Discover the ancient secrets of the Elder Fey - Collect the "cunning tools" created by the hedge witches - Collect the eldritch weapons crafted by the ancient elves - Save a little girl made of snow Intense Factions! Will you help the Temple of Virune to eradicate the last of the witches? Will you help the witch-lords retake power over the north? Will you help the Gray Sisters protect the village from the dangers of the forest? Or will you venture underground and help the Elder Fey to escape their prison and take their revenge? Four New Mentors! While in Frostwyck, players can meet many skilled NPCs who might be willing to train a worthy adventurer. If you can complete 3 days of training, you can learn one of 16 skills from either a Hunter, a Fighter, a Priest, or a Witch. New PC Background: The Vulgoth Hedge Witch! In addition to some unusual medicinal gear, select one of 6 creatures of the northern forest as your familiars, as well as one of 6 "cunning" items that you enchanted (and might explode in your face!).

Cover of OP5 - Corsair Cove
OP5 - Corsair Cove
5th Edition
Levels 3–5
2 pages
0

OP5 – Corsair Cove is a short scenario involving the recently discovered lair of a pirate ship. With raids becoming a huge problem, the local magistrate has enlisted your group’s assistance to resolve the issue. The hidden lair has been found and you are being sent directly into this hidden cave along the cliffside to deal with them. Only a lightning raid stands the best chance of solving the problem.

Cover of Sleeping Place of the Feathered Swine
Sleeping Place of the Feathered Swine
OSR
Level 1
36 pages
0

A little cave-borne adventure about harvesting valuable cysts from a sleeping creature, trying not to be killed by the horribly mutated infectious things that already tried that, and helping a wizard who recently lost all his friends and just wants to get his spellbook back. For use with your fantasy RPG of choice. How would I use this thing? -As a terrible one-shot without consequences! -Drop "Find the wizard Felix Longworm cowering by stones and a mournful tree" into your mountainous random encounter table of choice, and pull this out when the fates decide. -If the cave is ignored something else will eventually be birthed out of it, so you get free campaign fodder if your players shake their heads and say "nope". Apart from the adventure it also contains a glorious suit of cursed armour, horrific explosives, four new spells, an adorable cut-out map for your players to put together as they explore, and some pretty neat light tracking mechanics, so there's that.

Cover of Nightmare Over Ragged Hollow
Nightmare Over Ragged Hollow
OSR
Level 1
80 pages
0

A new, expanded, OSR-ised, prettified edition of Joseph R. Lewis’ Ragged Hollow Nightmare which was rated among The Best by Tenfootpole. Joseph Lewis hit a perfect balance between the classics of dungeonverse fantasy and the whimsy of the folk tales we love so much (as testified by our Folklore Bestiary. we released last year), adding a dash of dreamworld strangeness and a pinch of body horror to spice up his brew. We did our best to respect his recipe when adding our extra material (about 30 pages of it). We worked with Joe and Li-An (the perfect artist to give life to spooky Ragged Hollow and its strange surroundings) to make the best module we could: a solid introduction to old-school gaming for both players and gamemasters. And for the veterans among us, it also makes an excellent, full-fledged campaign starter. Nightmare over Ragged Hollow is a sandbox adventure centred around a quaint town at the edge of the kingdom. But however quiet life in Ragged Hollow is, the town lies between places where you shouldn’t be traveling alone. Places like Gloam Wood (“A witch or two lurk there!”), the Bleak Mountains (“I’m told there are bugbears…”) and their infamous Mount Mourn (“Home, they say, to cursed Dwarven ruins”), not to forget the Wailing Hills (“Bandits on every road!”). There’s even a haunted house by the river (“That mad inventor riddled it with traps!”). But only when an impenetrable dome of golden light materialises around the Temple of Halcyon (“Hey, my kids go to school there!”) do things really get out of hand. Some selfless heroes (or, failing that, a bunch of greedy ne’er-do-wells) should really get involved. One town with three adventure mini-sites Three small dungeons One 50-room dungeon Three hexes with 16 detailed locations Two groups of potential allies or rivals Sixteen pre-generated characters One deadly countdown! Written for the Old-School Essentials (OSE) rule system

Frozen Sick
5th Edition
Level 1
15 pages
0

Something is killing people in Palebank Village, and if the party does not stop it they could be next.

Cover of Death in the Dark - A Tome of Foes Adventure
Death in the Dark - A Tome of Foes Adventure
5th Edition
Levels 8–10
14 pages
0

A shadow hangs over the dark and dreary town of Squill. Townsfolk are being murdered in their beds without any explanation and the local graveyard has become a dangerous, haunted place. Consumed by fear, the men and women of Squill have begun casting evil glances at a young orphan boy. The victims, it seems, all had links to the lonely child, and none of them were good. A local priestess, however, wonders if the heart of the darkness consuming the town lies in a necromancer slain nearby only a few months ago...

Cover of No Loose Ends
No Loose Ends
3rd Edition
Levels 3–7
2 pages
0

No Loose Ends is a mini-adventure that has a single encounter, based on a group of orcs (or ogres based on level) setting up an ambush for the players by setting up a fake bridge that they attempt to collapse under the players before attacking. The cloak of elvenkind is optional, it is included only in the higher level adjustments. Pgs. 17-18