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482 adventures found
Cover of Veratrem's Tribal Siege
Veratrem's Tribal Siege
5th Edition
Levels 5–8
33 pages
0

Fight off an ambitious young green dragon in this expansion for Storm King's Thunder! This adventure is designed for the Storm King's Thunder campaign and is intended to give your players extra content during Chapter 3. It will bring your party to Wealdham, a small town located in the Westwood. There, they will face off with Veratrem, a young green dragon that has taken control of a local kobold tribe. If the adventurers think they can easily take the weak creatures, they have a surprise coming to them... Veratrem's Tribal Siege is a 5-8 hour adventure for Tier 2 Characters (optimized for APL 6). It has enough material for 1-2 full sessions, depending on how thorough your party is. Alternatively, Veratrem's Tribal Siege works very well as a standalone adventure for players who are not familiar with Storm King's Thunder at all.

Cover of DRAGONBOWL
DRAGONBOWL
5th Edition
Levels 5–7
306 pages
0

Dragonbowl is a setting and pulp action adventure in one. It plunges a party into a rich festival scenario that revolves around a deadly gladiatorial contest, where the dangers they face in the arena are almost secondary to those they encounter in the murky criminal underworld they find themselves in: a world that stinks of corruption, human trafficking, illegal dinosaur-trading, necromancy, blood sacrifice and unnatural arcane experiments. The action takes place in a vast cavern in Mount Waterdeep, known as the Underbelly, where not only Dragonbowl Arena, but also an entire festival grounds – consisting of temples, bars, casinos, funfairs and markets - has been constructed to host this grand sporting extravaganza. With Xanathar, Jarlaxle, Davil, Volo and the Black Viper all in attendance, and scores of 'entanglements' (faction missions) to keep players busy, Dragonbowl can be played as a sequel to Waterdeep: Dragon Heist, or as a first step towards the Undermountain and the Dungeon of the Mad Mage. Equally, it can be played as a stand alone adventure, or easily transported into other settings. The adventure is written for a party of four 6th level adventurers, and easily customisable for three to five players, of any mid-tier level (the adventure contains maps and handouts adapted for both 4 and 5 player tables). The adventure is designed to last around ten to fifteen 4-hour sessions, but can very easily be shortened or lengthened according to the DM's desire. The adventure features all three pillars of play: combat (in and out of the arena), social interaction (a succession of parties and parades, where players can get entangled in NPC business) and exploration (30+ locations in the festival grounds alone).

Cover of Scourge of the Howling Horde
Scourge of the Howling Horde
3.5 Edition
Level 1
32 pages
0

A new D&D adventure for first-level characters. Scourge of the Howling Horde is a D&D adventure for first-level characters that pits heroes against a menacing tribe of goblins and their monstrous allies. It showcases a new encounter format designed to help Dungeon Masters run memorable encounters more easily. It also includes sidebars that contain useful advice such as differences when running the adventure for new players or for seasoned players.

Cover of CCC-BMG-MOON13-1 Lure of the Reefs
CCC-BMG-MOON13-1 Lure of the Reefs
5th Edition
Levels 11–16
35 pages
0

Ships have disappeared amongst the Norheim Islands, almost all of them carrying refugees from Norland. An expedition, sent to find the cause, has similarly vanished without a trace. Most blame lack of experience with the treacherous local waters, but a few whisper of a more sinister cause, something that lures the desperate to their doom. Initiates of the Flame are looking for powerful adventurers to help since the authorities have more pressing trouble.

Cover of Dungeon Crawl Classics #71: The 13th Skull
Dungeon Crawl Classics #71: The 13th Skull
Dungeon Crawl Classics RPG
Level 4
10 pages
0

Thirteen generations ago, the ambitious first Duke of Magnussen made a fell pact with an unknown power, who asked for but one thing in return: the thirteenth daughter born to a Magnussen duke. Now, generations hence, the daughter of Duke Magnussen XIII is stolen away by a hooded executioner riding a leathery beast. As it wings back across the city walls to drop behind the Duke’s mountain-top keep, all who watch know it alights in the Magnussen family crypts, where the devilish secrets of thirteen generations have been buried and forgotten – until now… This adventure module also includes The Balance Blade, a short level 2 adventure in which a wizard’s patron makes a simple request: travel to another plane to retrieve a legendary blade of neutrality. But once the journey is in motion, the wizard finds that not all is as it seems!

Cover of The Sparking Spire
The Sparking Spire
5th Edition
Levels 8–9
3 pages
0

The spire has existed for as long as locals can remember. Rising above the sand near the ocean, the spire is topped by a natural cave system. Stories about the place circulate around the docks and taverns of the nearby towns—dark tales of ritual sacrifice and the worship of long dead gods of lightning and storm. Many claim the victims of the old cult still crawl through the tunnels accessible at the peak of the spire. Others say a new scaly threat now lairs there, and the storms of late have been most violent near that place. In this explorative and perilous adventure, the party ascends a great rocky spire to face the place’s past and the blue dragon that presently resides there.

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 The Secret of Sharlo Tan
The Secret of Sharlo Tan
5th Edition
Levels 2–4
40 pages
0

Sharlo Tan was a sorceress. She was a scholar. She was a spy. And she left behind a legendary trove of treasure, guarded by riddles, secrets, and the passage of time. But it isn’t an ancient rumor that has the people of Rivesby on edge. The hobgoblins of the Lamellar Banner have encamped less than a day’s march away, and no one knows what has brought them out of their stronghold. In this richly detailed adventure, players can choose whether to play peacemaker or treasure hunter, explorer or exterminator. But they won’t be the only ones playing games, as they encounter creatures and NPCs who have their own conflicts and motivations. The Secret of Sharlo Tan is a mid-length adventure for levels 2-4 that easily plugs into any 5e campaign. It’s particularly suited to those who love witty books, solveable riddles, and nuanced interactions, but it readily accommodates smash-mouthed impatience as well. Depending on playstyle, it can fill 2-4 play sessions of 3-4 hours. The adventure includes: * 40-page fully illustrated PDF with player handouts * 3 stat blocks * 4 dungeon maps in DM and unmarked versions * 11 all-new magic items

The Forge of Fury 5e
5th Edition
Level 3
27 pages
0

Two hundred years ago, the great dwarf smith Durgeddin the Black built Khundrukar, a hidden stronghold for his war of vengeance against all orckind. For years Durgeddin labored, until the orcs discovered Khundrukar and stormed the citadel, slaying all within. Legends say that Durgeddin's masterful blades and glittering treasures were never found.

Cover of The Airship Incident
The Airship Incident
5th Edition
Levels 1–3
4 pages
0

The party starts this one-shot falling from the sky aboard an airship. It lands atop a dense cluster of trees, unable to fly, but not destroyed. Now it is up to them to traverse the nearby wilds in search for the parts that fell loose so they can get back to the skies and continue their journey. Unfortunately, they will have to face ogres, apes, bears, blights, and more to retrieve these missing mechanisms.

Cover of J1 The Hydromancer's Tower
J1 The Hydromancer's Tower
5th Edition
Levels 1–3
25 pages
0

Vaylek the reclusive hydromancer did not often leave his seaside tower. Now he is missing. What strange and magical secrets lie within? What deadly perils and grotesque creatures might call that tower home? The mysteries of his tower await the brave and resourceful! This 5e ocean-themed adventure is intended for player levels 1-3 and contains: 6 levels of maps and exploration A floor filled with aquariums containing new and wonderous sea creatures A secret lab 6 new monsters--including Frankenlobster, Saltwater ooze, Sea gobblers, and Sharkdogs! Wandering monster tables and descriptions of what the monsters are doing New magic items An overland map An optional adventure setting

Cover of SQ7 - The Sable Mace
SQ7 - The Sable Mace
5th Edition
Levels 6–8
15 pages
0

You and your associates have been contacted by Janko Milosh, fourth Earl of Tambish. Apparently, he has come into possession of a cursed item and he requires it be delivered to someone he trusts to examine it. With no mounts and none for sale, you better hope your boots are in good shape!

Cover of A07: Alchemist's Errand
A07: Alchemist's Errand
5th Edition
Level 7
? pages
0

Sometimes it is the simplest of tasks which end up taking much more of time and energy than they should. When the party is asked by the local sage to collect some rare flora, it feels like relatively easy money; a journey into the woods they’ve traveled before, a conversation with someone they’ve met before and then on to gather the crop. The characters can hear the Thirsty Serpent tavern calling them after a brisk afternoon’s work. But the PCs’ plans go awry when it turns out nothing is quite that straightforward. Deals have to be struck, foes defeated, anger and scorn dealt with and then the whole process gone through again. When there is duplicity at every turn and double-crossing is done with relish, the PCs have to keep their wits and weapons equally sharp. Dealing with someone who is prepared to cross the line between humiliation and harm at a moment’s notice is a tough challenge; this quickly becomes about much more than mere mushrooms!

Cover of Forgotten on the Isle of Mnemos
Forgotten on the Isle of Mnemos
5th Edition
Levels 1–3
98 pages
0

A band of shipwrecked adventurers awake to twilight on an uncharted jungle island to the Northwest of the Nalanthars with amnesia, little do they know the amnesia is recurrent at the completion of each long rest until an ancient curse powered by an incomplete Mythallar is lifted.

Cover of Pathfinder Adventure Path #104: Wrath of Thrune (Hell's Vengeance 2 of 6)
Pathfinder Adventure Path #104: Wrath of Thrune (Hell's Vengeance 2 of 6)
Pathfinder
Level 4
92 pages
0

The knightly order known as the Glorious Reclamation continues its crusade against diabolic Cheliax, conquering the town of Kantaria, where the goddess Iomedae once ruled as a mortal. The villainous adventurers, now official agents of House Thrune, must retake the town, depriving the knights of a valuable holy site. Can the evil characters earn greater infamy and prestige by dealing the Glorious Reclamation a serious defeat in their most substantial territorial gain so far, or will the knights' rebellion continue unchecked across Cheliax?

Cover of Ashes of Evil
Ashes of Evil
5th Edition
Levels 5–6
47 pages
0

A sequel to the Lost Mine of Phandelver adventure for 5th and 6th level characters. An ancient forgotten evil threatens the Sword Coast once again! Our party of intrepid adventurers returns to Phandalin and Wave Echo Cave for what is at first glance a rescue and exploration mission. Prospectors for the Rockseeker mining concern have disappeared deep inside the flooded caverns that give the cave its name. The peril extends much deeper than mere lost explorers though, as the party stumbles upon an ancient, long-forgotten struggle between good and evil. Inexplicable cultists hide in ambush at every turn. A risky raft ride through treacherous underground waterways leads to an ominous discovery. Ancient ruins tell a story of the terrors of the night and a noble alliance sworn to fight them. A search for a powerful weapon of light leads the party on a mind-blowing, sky-high ascent into the unknown. Then, a whirlwind of danger: A rumbling volcano. Legions of undead. A desperate battle for the survival of the region. This adventure was designed as part of “The Next Adventure” Design Jam at the DMs Guild. It works best for a party that has just completed the Lost Mine of Phandelver adventure, but it can easily be inserted into any campaign. It is designed for a party of four to six 5th or 6th level characters and, based on playtesting, will take an average of about 3 sessions to complete.

Cover of Night Below
Night Below
AD&D
Levels 1–10
192 pages
0

A missing mage... A ruthless band of kidnappers... A sinister conspiracy... Night Below, the first epic campaign adventure for the AD&D game, is designed to take the player characters from 1st level to 10th level and beyond. The PCs start as beginning adventures on a routine courier mission who soon become drawn into combating a sinister plot that menaces the pleasant land of Haranshire.

Cover of Dungeon Crawl Classics #8: Mysteries of the Drow
Dungeon Crawl Classics #8: Mysteries of the Drow
3.5 Edition
Levels 7–9
46 pages
0

Originally designed as a convention module, this adventure sends the heroes into the underdark to do battle against the mysterious denizens of the deep! A drow housemistress commissions the characters to acquire a mysterious weapon known to be in the hands of her dark elf enemies. Locating, identifying, and acquiring the magical weapon leads the heroes on a great trek across the underdeep, where they must battle svirfneblin, a powerful lich, and enemy drow. This adventure us specifically designed for play by drow characters, but can be used with any adventuring party. Pregenerated drow characters are included.

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 UK2 The Sentinel
UK2 The Sentinel
AD&D
Levels 2–5
38 pages
0

Not even memories of past glory live on in the gentle hills around the village of Kusnir. Today its people have more concern for commonplace things, like the harvest, trade, and the threat of death in the night! Kusnir is beset by a skulk. The attentions of such a creature are a curse on any community. Streets and alleys which ring to the voices of children by day become fearful, shadowy places by night. Men go abroad armed and in groups, while women and children stay behind locked doors and even there are not safe. But life goes on. The lot of the peasant is always hard, what cannot be prevented must be endured and, of course, things could be worse. Much worse. The skulk has begun to visit the village more and more often. Sometimes it kills, yet just as often it spares a victim, leaving clear signs of what it might have done had it wished. Its visits are now marked by strange and illegible symbols scrawled in blood on the walls of the buildings. The people are worried, helpless, and desperate. Desperate enough to welcome adventurers. UK2: "The Sentinel" (1983) is the second UK-series adventure, the fifth TSR UK adventure overall, the first solo effort by Morris, and the first half of the two-part Adlerweg series (whew!). It was run as a tournament at the GamesFair '83 Open, then published later in 1983. TSR 9101