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478 adventures found
Cover of Storm King's Thunder
Storm King's Thunder
5th Edition
Levels 1–5
256 pages
0

Giants have emerged from their strongholds to threaten civilization as never before. Hill giants are stealing all the grain and livestock they can, while stone giants have been scouring settlements that have been around forever. Fire giants are press-ganging the small folk into the desert, while frost giant longships have been pillaging along the Sword Coast. Even the elusive cloud giants have been witnessed, their wondrous floating cities appearing above Waterdeep and Baldur’s Gate. Where is the storm giant King Hekaton, who is tasked with keeping order among the giants? The humans, dwarves, elves, and other small folk of the Sword Coast will be crushed underfoot from the onslaught of these giant foes. The only chance at survival is for the small folk to work together to investigate this invasion and harness the power of rune magic, the giants’ weapon against their ancient enemy the dragons. The only way the people of Faerun can restore order is to use the giants’ own power against them.

Cover of UK1 Beyond The Crystal Cave
UK1 Beyond The Crystal Cave
AD&D
Levels 4–7
36 pages
0

Fleeing the rage that consumed their feuding families, Juliana and Orlando fled to the Cave of Echoes, where it is said every wish is granted. Two years have passed, and all attempts to return the lovers to their parents have failed, though some believe them lost in the enchanted garden beyond the cave. Many are the rescuers venturing into that enchanted park; a few have returned after long absences, their minds and memories curiously disturbed. Now, the handsome reward offered for the return of the lovers has tempted you, but who knows that lies beyond the Crystal Cave? TSR 9066

Cover of The Gold Knife Bandits
The Gold Knife Bandits
5th Edition
Levels 1–4
5 pages
0

Ever been on a long running campaign and in one of the sessions one or a few players couldn’t make it? This adventure was made to be used as sort of a filler episode to fix that. Made for a small party of 1st-4th lvl characters and to be played in a single session. Story summary - The Gold Knife Bandits, a gang formed by a former army squadron that deserted. They are remarkably loyal to each other and are known in the area for attacking army caravans and camps. However, after several months of unfortunate loots. They decided to house a cultist of Beshaba and do what he asks to take away the curse of misfortune the gang is obviously under. Unfortunately, that includes using some members of the party as a sacrifice. The party will find the bandits cavernous hideout, clear through it, face the cultist, the Bandit's old boss, or both! All in a day’s worth of adventuring.

Cover of Gate of the Lens Wizards
Gate of the Lens Wizards
5th Edition
Level 15
28 pages
0

A world unseen lies beyond a twisted, metal gate in a remote field of the Dhalpurna Mountains. Will the characters brave the alien monstrosities, technologies, and magic inside to learn the secrets that have been brooding in this strange place for millennia? Gate of the Lens Wizard is a science-fantasy exploration adventure and includes: -A gate that leads to the tunnels beneath a distant jungle moon -Intelligent spiders at war with glass-skulled astronomy wizards -An unfathomable artifact that can rewrite time itself -Combat cards for each monster, PC, and special treasure -High-quality digital maps for use with virtual table tops

Cover of Old Embers Never Die
Old Embers Never Die
3.5 Edition
Levels 12–13
21 pages
0

The PCs follow the trail of some particularly competent kobold thieves to the lair of a dragon cult deep in the swamp. There they discover efforts underway to grant sentience to the skeleton of a powerful red dragon once named Flame. Eventually the PCs determine that trouble has returned to the Western Mountains in the form of a band of fire giants ruled by a clone of the original red dragon named Flame.

Cover of Laeroth's Tear
Laeroth's Tear
5th Edition
Levels 3–4
10 pages
0

This short adventure is set in the Forgotten Realms campaign setting; it may be run as a standalone adventure, or as a side trek for a larger module . Alternatively, this adventure could be inserted into any campaign setting. Trouble is brewing near the town of Red Larch; specifically, in the caves near Lance Rock. A few good adventurers are needed to investigate the increased orc and ogre sightings in the area.

Cover of Pathfinder Adventure Path #73: The Worldwound Incursion (Wrath of the Righteous 1 of 6)
Pathfinder Adventure Path #73: The Worldwound Incursion (Wrath of the Righteous 1 of 6)
Pathfinder
Level 1
92 pages
0

For more than a hundred years, the demon-infested Worldwound has warred against humanity, its Abyssal armies clashing with crusaders, barbarians, mercenaries, and heroes along the border of lost Sarkoris. But when one of the magical wardstones that helps hedge the demons into their savage realm is sabotaged, the crusader city of Kenabres is attacked and devastated by the demonic hordes. Can a small band of heroes destined for mythic greatness survive long enough to hold back the forces of chaos and evil until help arrives, or will they become the latest in a long line of victims slaughtered by Deskari, the demon lord of the Locust Host?

Cover of Villains & Lairs
Villains & Lairs
5th Edition
Levels 1–20
200 pages
0

Expand your game with this collection of 56 NPCs of various Challenge Ratings, thirteen of which include maps and details of their lairs. Add these NPCs as a side-quest, a main villain, a one-shot, a bounty for easy money, or however else you wish. Written by some of the best-selling authors on the Dungeon Masters Guild and outstanding podcasters, each NPC includes an image, a backstory, motives, flaws, and a stat block. Some even include new magic items!

Cover of F3 - Adventure in Skull Pass
F3 - Adventure in Skull Pass
AD&D
Levels 1–3
15 pages
0

This beginning level adventure pits your PC party against humanoid thugs who have found a nice niche in a narrow pass headed to HAVENDALE. Adorning the pass is a rock formation that appears to be a large skull thereby giving its name to the pass. These humanoids are led by a large Ogre named Roark. The mayor of Feastelburg has placed a bounty on the head of Roark and his evil minions. Is your party strong enough to rid the area of this menace?

Cover of G2 The Glacial Rift of The Frost Giant Jarl
G2 The Glacial Rift of The Frost Giant Jarl
AD&D
Levels 8–12
8 pages
0

Some dozens of leagues to the north and west of the STEADING OF THE HILL GIANT CHIEF (Module G1 of this series), amidst the tallest mountain peaks, is the stronghold of Grugnur, Lord of Frost Giants. As frost giants have been amongst those who have been in the reaving bands, the party is to deal with them as the hill giants have been dealt with. Death and destruction are to be meted out to the frost giants in the same measure they gave to the peoples below. This module contains background information, referee's notes, two level maps, and exploration matrix keys. It provides a complete module for play of ADVANCED DUNGEONS & DRAGONS, and it can be used alone or as the second of a three-part expedition adventure which also employs DUNGEON MODULE G1 (STEADING OF THE HILL GIANT CHIEF) and DUNGEON MODULE G3 (HALL OF THE FIRE GIANT KING). TSR 9017

Cover of FC9 - Diamond in the Rough
FC9 - Diamond in the Rough
AD&D
Levels 4–6
25 pages
0

FC9 - Diamond in the Rough is an adventure that has a group of PCs picking up a job for Dwarves of the Shieldcraft Clans in the West Keldon Mountains. It seems that a group of humanoids has pulled off a daring raid to the formerly secure vault and obtained a rather expensive gem. To recover this item the PCs will first have to reach the Dwarves, cross the valley and search the East Keldon Mountain range for these troublesome thieves. Of course finding the group of problems may prove a bit tougher than expected!

Cover of Demonspore: The Secret of the Shrooms
Demonspore: The Secret of the Shrooms
OSR
Levels 3–6
83 pages
0

Establishing themselves in the cyst left by their dead god, a zealot band of Shrooms, a race known for bizarre projects and subtle objectives, have been working for decades on the strangest task in their strange history. They are growing themselves a new god.

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 DS10 - Probing Black Isle
DS10 - Probing Black Isle
AD&D
Levels 8–10
21 pages
0

A mining operation in the vast desert has failed to check in with the owners of questionable repute. The crime boss “Marmalook” wants to employ the party to go check on the mine and have them explain why there has been no contact. The journey to the mine will not be easy and the party had better pack plenty of water. This item was played at CampCon convention this past year in Pennsylvania last year!

Cover of NQ6 - Hanseatic League
NQ6 - Hanseatic League
5th Edition
Levels 4–6
16 pages
0

Hanging out in the city of Acre has gotten mundane and the old adventuring itch is flaring up. Your fruitless search for jobs quickly changes as a farmer locates you. He indicates that he has a minor farming problem with a land shark that the party can deal with. Once this job is completed, the party is approached by more opportunities!

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 Mines of Memory
Mines of Memory
5th Edition
Levels 1–3
8 pages
0

A strange journey through a living cavern. A request for help to rescue a mining crew leads a group of adventurers into a cave that has seemingly come to life, gripped by a melancholy wave of sadness and memory. In dark caverns where mushrooms walk, vines dance, walls watch, and stones speak, will your band of adventurers become heroes? Or will they be lost within the Mines of Memory? Mines of Memory is a short, 2-3 hour adventure for characters of levels 1-3. It is a delve into a cavern system that has become a Psychic Resonance environment, awakening the caves themselves. PCs will enter to rescue the miners, find the source of the mine’s awakening, and bring peace to a noble creature trapped in its own nightmare.

Cover of The Submerged Cavern
The Submerged Cavern
5th Edition
Levels 6–9
7 pages
0

In a cavern lying beneath the surface of the ocean is a series of trials awaiting any heroes who think they are worthy. Come meet the ancient tortoise who wants nothing other than to try out his riddles, partake in the bullywug tournament with such exciting events as Wig-Wag-Woe, and face down the wrath of a mindflayer. Contains multiple uniques puzzles and riddles to give your players a challenge beyond combat.

Cover of FVS8 - Penchant for Adventure - 3
FVS8 - Penchant for Adventure - 3
5th Edition
Level 3
20 pages
0

This adventure begins with a message delivery to the post commander in Penchant. Sadly for your PC Lt. Kateryn Hawtrey is gone and the PC will need to wait until her return. While wandering through town yelling is heard and someone is in trouble. Investigation reveals that a small child has fallen into one of the town’s wells and needs help getting out. While forming a rescue plan the child, CeCe, screams and disappears from sight. Is your player brave enough to venture into the darkness alone? As with all adventures in the Penchant series it can be difficult and not for the faint of heart!

Cover of The Mines of Chult
The Mines of Chult
5th Edition
Levels 1–15
60 pages
0

Presenting The Mines of Chult! This Savage Encounters adventure supplement features nine mini adventures from three best-selling DMs Guild authors. Your PCs will challenge several new monsters, discover fascinating new magic items, and interact with some wickedly fun NPCs. Though designed with Tomb of Annihilation in mind, each of these adventures can be easily adapted to any campaign setting. Dig in to The Mines of Chult!