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589 adventures found
Cover of Far4 - Smuggler's Den
Far4 - Smuggler's Den
5th Edition
Levels 1–4
28 pages
0

Smuggler’s Den takes your group of adventurers above and below the city of Phoenix! After seeing wanted posters aka employment opportunities, you begin to sift around the marketplace for information (and deals). After finding a hint or two you go into the sewers below town to find a group of smugglers that will increase your fame and the size of your coin purses!

Cover of AT3 Playing Down the Dawn
AT3 Playing Down the Dawn
AD&D
Levels 5–7
12 pages
0

The tournament of the bloody stones has come to Taux, and the streets are said to run red with the blood of the combatants. Now, amid the crackdowns of the Sturgeons and the secret duels of the three great fencing schools, the heroes must once and for all solve the mystery of the House Vash blood feud. Taking on the guise of foreign swashbucklers, all must brave bloody single combat, pirates, ravenous cursed lowl, and evne magical reverberations from distant Roslof Keep! Complete the Adventures of the Emperald Serpent trilogy with this module. This adventure is formatted to both 1E & 5E gaming rules. Also available in PDF.

Cover of B6 The Veiled Society
B6 The Veiled Society
BECMI
Levels 1–3
16 pages
0

The widow insists there are demons in her house. She hears them at night in her root cellar, and now they call out to her. But she is old and nervous and her mind often plays tricks on her. * * * Two men, their heads fully sheathed in large, black hoods, dig quickly in the darkness of the cellar. The hole grows deeper as their shovels bite into the earth. "This will teach those meddlers their place," laughs the tall, hefty figure. "But it's too bad this was an accident," the shorter, slim figure says haltingly. "But don't you see the advantage?" snapped the tall man. "They will fear us now. They will fear for their lives." Grunting. they heave a sailcloth bundle into the hole. As it falls, a woman's hand dangles lifelessly from the folds. Who is the woman? Why will her death trigger riots and unrest in the city of Specularum? And the assassins: Are they Torenescu, Radu, or Vorloi? Or, curse of curses, the Veiled Society? This special game adventure provides a section of paper buildings and figures to cut out and use, giving you three dimensions to your game play! TSR 9086

Cover of Pathfinder Adventure Path #47: Ashes at Dawn (Carrion Crown 5 of 6)
Pathfinder Adventure Path #47: Ashes at Dawn (Carrion Crown 5 of 6)
Pathfinder
Level 11
96 pages
0

Part 5 of the Carrion Crown Adventure Path takes place in Ustalav's capital Caliphas. The heroes are in the city to follow the trail of evidence left by the neromantic cult The Whispering Way and strengthen their bonds with the mysterious Order of the Palantine Eye. Whilst in the city, they uncover a string of murders. When they discover that all the victims were vampires, they descend into the underground vampire city and have the possibility to form a tentative alliance with the vampire clans. If they help solve the murders, the vampire lord promises to help them on their quest. What role do the deadly necromancers have in the undead murders plaguing Caliphas? What secret grudge exists between the cult and the rulers of the night? And will the heroes be able to save the capital without sacrificing their very souls? This book includes: - “Ashes at Dawn,” a Pathfinder RPG adventure for 11th-level characters, by Neil Spicer - A gazetteer of fog-haunted Caliphas, the mysterious and deadly capital of Ustalav, by F. Wesley Schneider - A terrifying look into the blasphemous church of Urgathoa, goddess of gluttony, disease, and the undead, by Sean K Reynolds - Laurel Cylphra’s attempt to steal a soul stealer in the Pathfinder’s Journal, by F. Wesley Schneider - Six new monsters by Crystal Frasier, Patrick Renie, and Sean K Reynolds

Cover of Terror in Freeport
Terror in Freeport
3.5 Edition
Levels 2–5
47 pages
0

This adventure can be used as stand-alone or continuing the arc started by Death in Freeport. Terror in Freeport leads the PCs deeper into the intrigue they began to glimpse in Death in Freeport. The investigation takes them from the corridors of power to the bowels of the underworld, with terrifying insights into who really controls the city. They discover that the Brotherhood of the Yellow Sign has its claws in the town's power elite, but thanks to some clever camouflage by Sea Lord Drac. they may not find out just whom the serpents control until it's too late. As the adventure begins, the PCs are contacted once more by a very nervous Brother Egil. He tells them that while staying with Lucius one evening, he awoke to find a burglar in the roomstealing a scroll. Egil is certain that the Brotherhood have penetrated further into Freeport than anyone imagines. He wants the PCs to investigate Milos's other ties to the city and find out what's being done about the temple of the Unspeakable One. The PCs search the cultist's lodgings and discover it has been carefully gone over, and several possibly incriminating books are missing. But the burglars overlooked one thing: a Tome with a diagram of the Lighthouse of Drac sketched onto the back page, marked with the letter V. Upon leaving Milos's lodgings, the PCs come upon a gang of orcs beating up a hapless messenger. They lend a hand, only to discover they've been tricked - the messenger makes off with Milos's book! A chase through the back streets leads them to the boarded-up building the y discovered in Death What they find isn't encouraging. There is a guard posted out front, courtesy of "V"- -Verlaine. head of the Captains' Council. Meanwhile, down below, the cultists continue to have the run of the caverns-— in fact, they have been shipping their unholy relics to Verlaine's own home!

Cover of DDEX03-09 The Waydown
DDEX03-09 The Waydown
5th Edition
Levels 5–10
36 pages
0

The recent discovery of an entrance to the Underdark has set local leaders on edge. In a display of initiative, the First Lord of Hillsfar has ordered the construction of defensive structures surrounding what locals have begun to call "The Waydown." You have been charged with escorting an emissary back to his home in the Underdark without alerting the Red Plumes.

Cover of The Last Resort
The Last Resort
3.5 Edition
Any Level
10 pages
0

Intrigue and action in Freeport's exclusive hotel. This adventure is a series of plots that are only connected by happening on the same night. They can be separated, or run as written, and each plot includes hooks for further adventure. NOTE: The Tales of Freeport that contains this adventure is NOT one of the versions currently available in the Green Ronin store. Those contain short stories. This is an older item that appears to no longer be available from Green Ronin. It is possible that the adventures within it have been included in other products since then. But I have linked to the original product on DriveThru RPG.

The Plague of Pentapolis
5th Edition
Low Level
341 pages
0

Welcome to Pentapolis, where a wondrous tale of urban adventure is about to unfold. Our story begins with a terrible plague taking hold of the city. The streets are filled with death, the people in confusion, and nothing seems to be helping. Characters are called to aid the city but what starts as a simple mission becomes one that will entangle the characters in a bitter conflict between law, religion, the shady underworld, and ancient powers thought to have been destroyed. The Plague of Pentapolis is a Dungeons & Dragons adventure designed for four to five (though one or two more is ok) characters starting at 1st level. By the end of the story, the characters should be at least 17th level. Additional and earlier levels may be gained by those who are bold enough to seek them.

Cover of CCC-BMG-05 CORE 2-2 Songs of Law & Chaos
CCC-BMG-05 CORE 2-2 Songs of Law & Chaos
5th Edition
Levels 1–4
24 pages
0

Omens speak of an old and forgotten power located within a played-out diamond mine in the foothills of Thar, and some believe that might be a solution to the current problems facing Melvaunt—or possibly the cause of them. With danger closing in, someone has to investigate. The adventures converse with a drunken gnome, from a previous installment, and decent the gnome's diamond to rescue his kidnapped family and confront the cultists of Cyric. Part Two of the Misaligned Trilogy

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 DDA2 Legions of Thyatis
DDA2 Legions of Thyatis
BECMI
Levels 3–4
32 pages
0

Revolt of the Gladiators! The corrupt Thyatian senator, Helenites Osteropolus, his latest scheme smashed by the adventurers and their gladiator allies, hatches a new plot to destroy the influence of the Order of the Sands (even, perhaps, to attack the Emperor himself!) Yet greater dangers lie ahead. If his plot succeeds, it will remove the guardians that protect the city from the creatures that lurk in the caverns and catacombs below. Can the players block his gambit? Will the wheel of justice grind small, or will the greasy palm of political corruption reach out and save the senator once again? You decide, in the chaotic swirl of the Thyatian capital's politics. This module is designed especially for the DM who wants to sharpen his interactive skills. Recommended for four to six characters, levels 3-4 Includes map of a realistic catacomb complex below Thyatis City Unique role playing climax tests players' integrity and skill New information on the military Legions of Thyatis This module is a stand-alone sequel to DDA1 Arena of Thyatis. TSR 9296

Cover of FT - Havendale
FT - Havendale
AD&D
Levels 1–5
14 pages
0

A medium sized city is situated between Challenge of the Minotaur and Hall of the Dwarf Lords and is centered on the edge of frontier near the Border Hills. The town is walled and populated my mostly Mountain Dwarves although most races are present and welcome. This area provides an excellent respite for those fresh off the trail of adventure!

Cover of The Scouring of Gate Pass
The Scouring of Gate Pass
4th Edition
Levels 1–3
60 pages
0

It's a frigid New Year's Eve, and the heroes gather near midnight in a small condemned tavern wihtin the Free City-State of Gate Pass. Located in the mountain pass which separates two hostile nations. Gate Pass has been neutral since the end of their last war. That neutrality is about to be put to the test, as a scourge comes for the city from the nearby empire of Ragesia. By now, every magic-user in Gate Pass knows of the Scourge. The Emperor of Ragesia died barely a month ago, and a witch named Leska has moved to cementer herself as the next empress. Leska leads the Ragesian Inquisitors, clerics specialized in countermagic and has decreed ass disloyal mages to be tracked down and killed to prevent future threats to the empire. Their first target is Gate Pass, whose neutrality has long been viewed as an insult to the nation's honor. This is the first of twelve adventures in the War of the Burning Sky adventure path from E.N. Publishing.

Cover of Marauders of the Dune Sea
Marauders of the Dune Sea
4th Edition
Level 2
34 pages
0

Death slithers across the Dunes. Nightmares of desert horrors trouble the dreams of the innocent while raiders grow ever bolder beyond the walls of the great city-state of Tyr. Bandits and merchants chase rumors of a temple hidden in the desert, an ancient shrine to the primordial Ul-Artha said to safeguard a fragment of the artifact known as the Crown of Dust. Can the heroes recover a caravan lost in the wastes, repel the threat of vicious raiders, and win the relic form the perilous temple? Now that Tyr is free of Kalak the Sorcerer-King, opportunity abounds in the city and the surrounding wastes. But some see Kalak's fall as the beginning of Tyr's end, and the unpatrolled deserts nearby are rife with danger. Outlaws openly defy the city's Revolutionary Council and threaten outlying holdings. If Tyr is to thrive, heroes must arise to tame the lawlessness and evil that threatens the free city.

Cover of The Baron
The Baron
AD&D
Levels 5–8
30 pages
0

In this adventure, the heroes face the sinister Baron Metus, the vampire who took the life of Van Richten's son, Erasmus. Metus, with Daclaud Heinfroth, has been doing the bidding of the ghost of Madame Radanavich in her quest to destroy Rudolph van Richten. But Metus has his own reasons for seeing van Richten destroyed as well. Included in Bleak House: The Death of Rudolph van Richten TSR 1141

Kingdom of the Blind - Episode One: Noise and Motion
3rd Edition
Level 8
3 pages
0

Kingdom of the Blind is a short adventure for four 8th-level characters. The adventure is set in a minor duchy that is fairly removed from the ruler of the land. As a result, trouble can brew in the land and the king would not know immediately. About three years ago, a medusa, Zhanna Serpentlock, began systematically turning every person in Duke Jellhyn Fedorel's (N male human Ari5) duchy to stone. After losing many peasants to the medusa, Jellhyn attempted to placate her. He offered her his second son, Dephyl, for a husband. Duke Jellhyn and his family had always been rather tense and uncomfortable around Dephyl anyway due to the fact that Dephyl had lost an eye in a freak magical explosion as a boy. Zhanna accepted the marriage, and though Dephyl didn't really care for his family due to how they treated him, he was also less than happy with the arrangement. A year ago, Zhanna appeared at Fedorel's citadel again. She claimed that Dephyl had been untrue and that she had turned him to stone for his adultery. Throwing Dephyl's stone head down in the courtyard of the citadel, she swore vengeance on all Fedorels for his betrayal. Duke Fedorel and his household fled the citadel. Rather than give chase, Zhanna took up residence there and began ruling the duchy as the sole remaining Fedorel family member. Jellhyn and his family have lived in exile for a year. This is what the PCs can learn, but more is going on. As it turns out, Dephyl is alive and quite happy with his marriage. Zhanna is not repulsed by his disfigurement as his family was, and Dephyl's missing eye is something of an asset in the relationship since it lessens his chance of being accidentally petrified by his wife. In the two years of his marriage, he has grown up and gained ambition -- he wants to rule. As a second son (pawned off on a monster), he would never have received the chance. Now, with Zhanna's help, he can rule. However, Dephyl doesn't have the stomach for killing his father and brother. Instead, he and Zhanna plotted to take over the duchy by frightening everyone away. Zhanna carved a stone bust of Dephyl and used it to frighten off the rest of his family. Now Dephyl and Zhanna live happily in the citadel and rule the duchy together, though Dephyl's existence among the living is a secret.

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 Chains of Blackmaw
Chains of Blackmaw
3.5 Edition
Levels 6–12
17 pages
0

Framed by the Covenant of the Knife and thrown in the notorious Blackmaw Prison, Karl Manderholm awaits his execution at the hands of the deadly assassins’ guild. In order to save him, the PCs must enter Blackmaw in the guise of lowly prisoners and expose the one man who can clear Karl’s name, the Shadowmaster of the Covenant himself. Pgs. 34-50

Cover of Nine-Tenths of the Law
Nine-Tenths of the Law
AD&D
Levels 7–10
14 pages
0

Expect a surprise when you open a magic jar. The evil wizard had a fail-safe plan for survival. It worked perfectly - almost... Pgs. 58-71

Cover of The Twisted Run
The Twisted Run
3.5 Edition
Level 17
19 pages
0

The Beastlord Malar has had enough of the people of the Silver Marches trying to "civilize" the Northlands. Now, with the help of a powerful new weapon, his followers are set to cleanse the stain of Silverymoon from the land. Faerun’s Northlands have always been a dangerous frontier. The frozen woods and treacherous mountains are home to orcs, trolls, lycanthropes, and worse. When the Lady Alustriel brought the northern nations together, the Beastlord Malar could no longer watch as his wilderness was slowly civilized. The god chose his most worthy follower, anth-Malar, suffused him with divine essence, and tasked him with bringing devastation and chaos to all who defiled the wilderness. This adventure is a sequel to "Forest of Blood" which originally appeared in Dungeon #103. Pgs. 70-88