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636 adventures found
Cover of Mists of Akuma: Feud Primordial
Mists of Akuma: Feud Primordial
5th Edition
Level 5
56 pages
0

Heat beats down from the blazing summer sun and the adventurers are hot on the trail of a fugitive, ordered by the bengoshi Akia the Iron Shell to hunt down the charismatic cult leader Shinjirarenai. Soon after routing the foul oni-touched mage however the mystery deepens, forcing the PCs to chase across southern Soburin after a curious stolen shipment until the true powers at work are revealed and the party realizes they are but pawns in an ancient conflict, pieces on a gameboard between two Imperial Siblings! Mists of Akuma is an eastern fantasy noir steampunk campaign setting for 5th Edition where the last continent of the world has embraced a fear for technology, what might be the only means to save them from the primordial fog spreading across Soburin and corrupting its peoples, transforming them into fearsome adeddo-oni—should the adventurers achieve victory at all in this merciless and unforgiving land, it is sure to pyrrhic. WHAT'S INSIDE THIS ADVENTURE MODULE: A mystery adventure that takes the party across three prefectures of Soburin (Korusu, Yokuba, and Ikari, all detailed within) and into the river city of Nesuto before meeting two of the most powerful creatures to ever tread upon the world! The continental map of Soburin by Michael McCarthy as well as 11 play maps for Nesuto, two teahouses, encounters in the badlands, mountains, or jungles, two shops, a city street, a building being used for a ritual, and an enchanted cavern. The supernatural Mists of Akuma, the misted condition, and two new attributes (Dignity and Haitoku).

Cover of Ij'Namuj
Ij'Namuj
5th Edition
Any Level
3 pages
0

This adventure is an exploration in creativity for the GM as the players are invited by a stranger in the center of town to play a board game called Ij’Namuj. With a devilish smile he promises a grand reward if they can complete it successfully. Unfortunately, the game unleashes chaos onto the world around it, causing terrifying weather phenomena, death knights to appear and hunt players, or even causing all of the chickens in town to go rabid and attack. The only way to return things to as they were is to complete the game, so best get to rolling those dice!

Cover of Guilds' Town: The Cult War
Guilds' Town: The Cult War
5th Edition
Levels 1–10
20 pages
0

Guilds Town is in the middle of Dravens, a province of the realm of Shrave. 50 years ago, the neighboring dwarven province of Kiernard rebelled and tried to overthrow the green dragon Shrave who rules the realm. They failed and their province was dissolved. Dwarves who left the province mostly fled to Dravens, and are called Nards as both a racial slur and a stigma of their people’s dishonor. Guilds Town are the ones really in control of the province and are the current opposition of the Dravens nobility. In recent times, corruption and crime in the city have risen to new heights as 4 cults compete for control of the city and their citizens. Published by NaturalCrit

Cover of DDEX02-05 Flames of Kythorn
DDEX02-05 Flames of Kythorn
5th Edition
Levels 1–4
30 pages
0

During a summer drought, Mulmaster is threatened by a series of arson attacks. As the populace riots, accusations fly blaming Thayans, residents of the ghettos, rowdy sailors, the refugees from Phlan and dozens of others. Can you solve the mystery before the city burns?

Cover of The Test of Darkness
The Test of Darkness
AD&D
Low Level
32 pages
0

The PCs are looking to gain entry to the Glantri School of Magic, after the initial admission tests they are drawn into a commotion where one of the other students is being attacked by an evil sorceress. He tries to flee but but is killed, and the PCs are framed for the murder. The authorities are called and bribed to just kill the PCs, they flee and are chased and taunted by the evil sorceress. Eventually, during one of her attacks, she opens a weak spot in the ground and the heroes are dropped into the warrens under the school. They must navigate the warrens, which are shrouded in magical darkness, defend against further attacks, and find escape where they can prove their innocence.

Cover of E2 Kingdom of the Ghouls
E2 Kingdom of the Ghouls
4th Edition
Levels 24–26
94 pages
0

E2, following up on Death's Reach, the PC's first travel to Sigil following the smuggled remains of the primordial Timesus. The pursuit then leads into the Abyss, through the White Kingdom to face Doresain, the Ghoul King, exarch of Orcus. The module certainly is epic, placing the PCs up against powerful monsters like greater demons, death knights, and a demilich. It may be frustrating that the PCs arrive too late to disrupt the plot (have to allow for the finale in the next adventure) but taking out Orcus' right hand ghoul may be satisfying. Includes a skill challenge for crossing a portion of the Abyss For environments, City refers to Sigil.

Cover of Rebuilding a Good Man
Rebuilding a Good Man
5th Edition
Level 9
10 pages
0

What happens when adventurers become the owners of a brothel? When a roguish associate asks them to attend an oligarch’s party in his place? What lurks in the Cartways besides kobolds? And what will you say when another thief tells you the only way to find a treasure is to become hunted by the Praetors? Dark dealings, my boys, and a knife in the guts might be the price. Whose guts? Might be yours if you cross the wrong one of the Nine. How much evil should be done for the greater good? How many sinful men should die to save a pure soul?

Cover of FV6 - Sewers of Evil
FV6 - Sewers of Evil
5th Edition
Levels 1–5
24 pages
0

The Walled City of Vandosia sits on the bay and is surrounded on three sides by water. One of the more interesting features of this city is its massive sewer system that keeps water and waste flowing out of the city. Rumors have it that these tunnels are home to special problems of its own. Are your players ready to brave the gritty underside of Vandosia?

Cover of DS1 Freedom
DS1 Freedom
AD&D
Level 3
120 pages
0

Enter the ancient and corrupt city of Tyr, whose tyrannical sorcerer king has ruled for a millennium. As you wander the city, from the wreck of the Elven warrens to the sanguine splendor of the arena, you realize that the citizens of Tyr thirst less for water than they do for freedom. Now, after a century of slave labor, sorcerer king Kalak's great ziggurat nears completion. He has promised the city a grand celebration when the monument is done, complete with the most brutal arena spectacle in Tyr's long history. Rumors abound as to the nature of the spectacle: some believe it will bring with it the longed for manumission of countless slaves: others fear the annihilation of Tyr and her people as a sacrifice to Kalak's hunger for power; and a secret few believe it will be a day of revolution - a day of freedom. The adventure that introduces the Dark Sun setting as well as part of its metaplot. The adventure starts with the PCs being enslaved and forced to work on Tyr's ziggurat, where they make various connections that can affect things both in this adventure and the next in the series (Road to Urik). The finale takes place simultaneously with the finale of the Verdant Passage novel, and has something of a disaster movie feel - major events are happening, and the PCs are trying to survive in their shadow and (hopefully) save some people as well. Like many other Dark Sun modules, this adventure comes with a flip-book full of handouts as well as a few pre-generated starting-level characters. TSR 2401

Cover of The Menacing Malady
The Menacing Malady
AD&D
Levels 2–4
9 pages
0

The doctor is out … of patients! An infection of mold is spreading in the city, and its haveing a mnsterous affect on the population. Its up to the party to deal with this growing threat. Pgs. 60-68

Cover of Far5 - Licor Faction
Far5 - Licor Faction
5th Edition
Levels 4–6
15 pages
0

Recently, a cult known as the Licor Faction rose to fame for helping people outside the walls of Phoenix. Today they are to be rewarded for their work but are offended when an apprentice and not the Zephyr of Molar gives them the accolades. Angered, the leaders leave the stage and return back to their compound. A bit later you are offered a job to go arrest the leader of the cult as they are to be exposed as a false religion. Cultists usually surrender their leaders easily right?

Cover of The Feystone Shards
The Feystone Shards
5th Edition
Levels 5–8
39 pages
0

The Feystone Shards is an adventure for characters from levels 5-8, optimized for 4-6 player characters. This moderate length campaign should have 20+ hours of gaming, all focused around the Forgotten realms area of Red Larch. The Heroes are tasked to find five fragments of a shattered Orb, once worshipped by a faction of Elves. The search will take the party to a haunted Citadel, as they seek the scattered remnants of the Feystone. From a city of Stone Golems, to an alchemist's underground lair - the players will face obstacles and enemies that will challenge their very resolve. The Heroes will need to discover the secrets of the bauble's fey magic, finding the lost Elvin city where the Orb was once worshiped as a God. Join in the hunt for the Feystone Shards, and see if your characters are ready to transcend common Heroes...and become Legends.

Cover of Hour of the Knife
Hour of the Knife
AD&D
Levels 4–6
64 pages
0

A madman stalks the fog-shrouded streets of Paridon, killing with gruesome precision - and always at midnight. A party of brave adventurers witnesses the most recent of these brutal murders. Now that they've seen the killer's face, they're sure to be his next targets. Who can be trusted in this city where the residents are not what they appear to be? Those who dare to track the killer will find strange allies - and even stranger enemies. The adventurers must investigate the ancient mystery behind the murders that take place when the clock strikes the "Hour of the Knife." This 64-page adventure includes a full-color poster-sized map of Paridon. The adventure is based on the popular RPGA Network tournament by Bruce Nesmith. TSR 9456

Cover of CAF17 - Problems at Vanessa's Point
CAF17 - Problems at Vanessa's Point
5th Edition
Levels 4–5
28 pages
0

I know we told you that we closed out the convention scenarios for 2017 but we were wrong! One of our favorite conventions (CafCon) is named differently and therefore overlooked! Problems at Vanessa’s Point is a nice little urban adventure that was made for six, 4th level players. The party hits town during a big celebration and is presented with a business opportunity. The local militia is out seeking a group of problems and the celebration needs some extra security. This sandbox style scenario is filled with strange encounters for your own campaign or play it straight through! The scenario was at several 2017 Convention offerings and was always a big hit. The original characters are published under HOF4 (free).

Cover of DDEX01-02 Secrets of Sokol Keep
DDEX01-02 Secrets of Sokol Keep
5th Edition
Levels 1–4
26 pages
0

Decades have passed since Sokol Keep was reclaimed, and a small garrison placed there along with a beacon to help guide ships. Now, that beacon has gone dark, and the garrison has disappeared. In Phlan, rumors circulate that something ancient was discovered in the grounds beneath the keep, dating to before the clerics of Tyr built the small fortress. Uncover the secrets of Sokol Keep! An adventure for 1st-4th level characters.

Cover of Servants of the Blood Moon
Servants of the Blood Moon
3rd Edition
Levels 7–10
16 pages
0

Deep in the elven forests of Myereth, ancient rowan trees spread white boughs above a sacred site. Pillars of stone twist like some strange form of vine, curling among the branches and reflecting the light of a silvery moon. The forest is silent, and beautiful, protected since the dawn of time by a powerful Unicorn. The elven forest of Myereth is well known throughout the world as a safe haven of good and peace, a place where evil cannot stand to enter and where the trees weep healing tears upon those injured within its boundaries. Any player character elves know of the forest, its healing properties, and its legendary beauty. They may have heard of it as a legend, or they may have visited its mystic shrine when they were children, brought along on a pilgrimage by other elves. But something has gone terribly wrong. Refugees from Myereth, terrified and confused, are flooding into other elven cities. They speak of a great evil that has conquered the forest, one that has killed the body of the immortal Unicorn and tainted its spirit. Myereth runs with blood, they say, and the once-powerful rowan trees have begun to wither and die. In the center of the Rowan Grove, the bloodied bodies of the last elven warriors of Myereth lie scattered and broken. Those responsible call themselves the Servants of the Blood Moon, and they are led by a dark-robed sorcerer. The surviving elves do not know this evil man — all but one of those who fought against the Servants died — but they know that the sorcerer calls himself Tamarat. He has butchered the Unicorn, the spirit of the forest. The Myereth, and the elves, are dying.

Cover of DDAL09-04 The Day of the Devil
DDAL09-04 The Day of the Devil
5th Edition
Levels 1–4
23 pages
0

The streets of Baldur’s Gate run red with blood. Old blood. The blood of Hellriders. Someone or something is punishing the children for the sins of the father and it’s time to put it to an end. Who and where is Gharizol? Part Three of the Betrayal is in the Blood series of adventures. A Two-to-Four-Hour Adventure for 1st through 4th Level Characters (APL 3).

Cover of The Shadow Rift of Umbraforge
The Shadow Rift of Umbraforge
4th Edition
Level 4
50 pages
0

“The Shadow Rift of Umbraforge” is a sequel to “Siege of Bordrin’s Watch” and the third part of the Scales of War Adventure Path. In “Siege of Bordrin’s Watch,” the PCs discovered that dark creepers had sold arms and tactical intelligence to the orc war chief Tusk, aiding him in his attack against the folk of the Stonehome Mountains. In this adventure, the PCs investigate the link between the orcs and the dark ones, stumbling into an armsrunning operation that takes them to the Shadowfell in order to finally confront the charismatic figure behind it. Pgs. 4-53

Cover of Love Letter
Love Letter
AD&D
Any Level
12 pages
0

Wherein the Heroes learn that the Coils of Love wrap 'round Fiends and Friends alike, and may undertake to aid in a secret Correspondence. Chapter III of the "Well of Worlds" adventure anthology. Pgs. 34-45 TSR 2604

Cover of Lost Gods
Lost Gods
5th Edition
Levels 3–5
7 pages
0

The town of Medeira was once a thriving and bountiful place. Over the last six months, what once appeared to be alive, is now slowly withering away into nothing. Crops are failing. Disease plagues the townsfolk. Nearby water sources are drying up. And everything traces back to the goddess that the town worships, a creature that most adventurers will recognize as… Medusa. Only she can return the town to its former glory. Or perhaps she’s destined to bring ruin. If only someone could get to her and find out.