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115 adventures found
Cover of Dark Sun: Fury of the Wastewalker
Dark Sun: Fury of the Wastewalker
4th Edition
Level 1
82 pages
0

On a trade road to the city-state of Tyr, a caravan is assaulted by a deadly obsidian shardstorm, forcing the survivors to band together and navigate the wastes to safety. But the force of nature that destroyed the caravan is under the malevolent control of the being known as the Wastewalker, who will stop at nothing to see the end of those that escaped his initial wrath. Can the heroes reach the Ringing Mountains before it’s too late?

Cover of Lost Children, Found Family
Lost Children, Found Family
5th Edition
Levels 2–3
9 pages
0

The Five Cities are dying. Their water sources are drying up, and the brightest of their youth are leaving, lured out into the desert by an unknown power. Enaxi, the unifier of the Five Cities, now a lamia, is weary of watching their descendants ruin their great works. The Council won’t let young people restore the Five Cities to their former glory, so Enaxi is gathering them. They’ll start their own paradise and doom the Five Cities… unless the heroes can convince them otherwise.

Cover of I9 Day of Al'Akbar
I9 Day of Al'Akbar
AD&D
Levels 8–10
40 pages
0

The land of Arir - a once peaceful desert country, dotted with oases, teeming with caravans - fell into the hand of infidels. The ruler, the dearly loved Sultan Amhara, was killed in the battle for the capital city of Khaibar. He left behind one of the greatest treasure stores ever amassed - jewels and coins, more than anyone had ever seen before or since - and in addition, the Cup and Talisman of Al'Akbar. A deadly plague sweeps your land. The holy men say that if only they had the Talisman, they could create cures for this dread disease. Many adventurers have tries and failed to find the Cup and Talisman. Now it is your turn. Find these treasures, and save your people! The journey is exciting, but treacherous. Do not be distracted by exotic sights and sounds, the strange foods. You must avoid being discovered by Al'Farzikh and his brigands, as you infiltrate the palace. Be wary - what is most beautiful may be most deadly, and what seems useless may be priceless. TSR 9178

Cover of Last Stand at Outpost Three
Last Stand at Outpost Three
3.5 Edition
Level 4
19 pages
0

The PCs find themselves besieged by marauding elves in a wilderness trading outpost. Can they organize a defense of Outpost Three against the elves and their sinister allies—and figure out why the elves attack night after night? Pgs. 32-50

Cover of The Shifting Labyrinth
The Shifting Labyrinth
5th Edition
Levels 1–3
12 pages
0

Deep in the forest, an ancient pyramid was constructed many millennia ago for an unknown purpose as part of a forgotten modron war. Within it is a labyrinth of strange traps, taxing puzzles, and some unwelcome troglodytes. This adventure for 1st-3rd level characters can be played as the first part of the Legacy of Zandrax campaign or as a standalone one-shot.

Cover of I3 Pharaoh
I3 Pharaoh
AD&D
Levels 5–7
32 pages
0

For 1000 years, the Pyramid of Amun-re has lain undisturbed. Now the ghost of the once-great Pharaoh pleads with adventurers to venture into his tomb, foil the devious traps within, and free his soul. A classic dungeon crawl, with mazes and quality lore. No one has ever returned from the tomb of Amun-re: his Star Gem must still lie unclaimed! You will need all your cunning, imagination, strength and magic -- just to survive! TSR 9052

Cover of The Globe
The Globe
OSR
Medium Level
12 pages
0

Among the snow globes that sit gathering dust there is one quite unlike the others. One is full of sand and an ancient library. Shake it and you’re transported to the dungeon. Here's what it has: Beautiful cartography from Dyson Logos 27 keyed rooms to keep your players busy for a few sessions A new enemy called the Mummies who do no damage but burst into sand that gets into armor and skin, spreading a deadly disease A sand golem Pharaoh who can multiply A twisted lich (or moderately low level) who collects teeth A sphinx searching for the answer to a riddle A few traps (including snakes and skin-burrowing scarabs) A treasure room that has roughly 10,000gp worth of assorted treasures, making it difficult to export It exists inside a magical snow globe, meaning it can fit into your campaign world with ease Has repercussions and ways to continue after the fact Basically this is a dungeon for a more Old School feel.

Cover of Pathfinder Society Scenario #26: Lost at Bitter End
Pathfinder Society Scenario #26: Lost at Bitter End
3.5 Edition
Levels 7–11
18 pages
0

When a Pathfinder Society Priest of Nethys disappears in northern Geb while studying the Mana Wastes, the Society sends you to uncover her whereabouts and find her journals. Arriving in the town of Bitter End, you find it deserted but for a few mysterious creatures never before seen on Golarion. Those creatures quickly lead to more and soon you're embroiled in a mystery that could effect the very fabric of reality. Will you solve the mystery of Bitter End or find yourself lost forever in the Mana Wastes?

Cover of ALQ2 Assassin Mountain
ALQ2 Assassin Mountain
AD&D
Levels 5–8
64 pages
0

Players encounter the Everlasting, murderous assassins who destroy the mighty from the shadows. Infiltrate their mountain fortress and destroy the grandfather of Assassins before the Grand Caliph falls prey to their knives. TSR 9431

Cover of Feast of Dust
Feast of Dust
Pathfinder
Level 11
64 pages
0

A deadly curse known as the Feast of Dust spreads rapidly through the Meraz Desert, driving its victims mad with hunger and a burning desire to flee into the sands. To find the source of this strange affliction, the heroes must investigate the plagued city of Dimayen, challenging fearsome gnoll tribes, nihilistic daemons, and the walking dead to discover the secret of a long-forgotten evil—a powerful daemon harbinger called the Jackal Prince of Famine. Despite the efforts of an ancient secret society, this twisted, unholy monstrosity walks the world again, threatening to spread his apocalyptic curse across all of Golarion! To stop the demigod's return, the heroes must uncover his three vile siblings, now bound within malevolent artifacts, and use their combined powers to stop the Jackal Prince before the entire world feels his corrupting touch.

Cover of Dungeon Crawl Classics #15: Lost Tomb of the Sphinx Queen
Dungeon Crawl Classics #15: Lost Tomb of the Sphinx Queen
3rd Edition
Levels 14–15
48 pages
0

Legend tells of a long-dead empire of sphinxes, ruled over for millennia by a great queen named Ankharet. She fell into darkness and her empire was shattered, as her subjects rebelled and cast her down. Unable to kill her, it is said that they bound her with great magic and buried her in a tomb, to wait for the foretold heroes who would be able to slay her and end her evil forever. Their empire in ashes, the sphinxes scattered to roam the world in bitter freedom, save a single great androsphinx. On the edge of the mysterious Barren Hills, between the mountains and the Great Desert, there is a gigantic statue of a crowned gynosphinx, ancient beyond reckoning. At its feet, a great androsphinx known as Khubsheth the Prophet has dispensed counsel and prophecy to all who come to him for longer than mortal records can tell. The heroes have come to visit Khubsheth, whether for counsel, prophecy or out of curiosity, but as soon as he lays eyes on them, he attacks! Upon his defeat, he tells them that they are the heroes foretold by the legend of Ankharet. Ankharet ruled over a long-dead empire of sphinxes, but she fell into darkness. Her subjects rebelled and cast her down, but were unable to kill her. It is said that they bound her with great magic and buried her in a tomb, to wait for the foretold heroes who would be able to slay her and end her evil forever. Kubsheth the Prophet tells the heroes that they must enter the tomb of the long-dead sphinx queen, kill her, and destroy her cursed crown, an artifact of tremendously evil power. As his blood seeps into the sands, a doorway opens at the base of the statue, leading down into darkness…

Cover of Cat & Mouse
Cat & Mouse
5th Edition
Level 1
24 pages
0

Who Do You Trust? In the cool streets and blazing bazaars, the word is out: a great treasure has gone missing in the Everlasting City of the Cat, and some very ambitious people have set their sights on it. Many paws and claws are out, and everyone is sniffing around for something rich and strange. It’s an odd time for a catfolk thief and a gnoll merchant to make very tempting offers to strangers in town. Or, perhaps it’s not odd at all. Get caught up in the hunt with Cat and Mouse by Richard Pett and Greg Marks! A perfect introduction to the Southlands campaign setting, and it fits neatly into any desert city where cats are sacred and rats are cautious and sly.

Cover of The Rod of Seven Parts
The Rod of Seven Parts
AD&D
Levels 10–12
208 pages
0

Stirrings of an ageless war between Law and Chaos are drawing you into an epic adventure! A Struggle More Savage than Good vs. Evil Imagine a time before the words Good and Evil had meaning, a day when the world was young. Discover an ancient conflict that predates the stars. It was in these days that Law and Chaos forged worlds out of nothingness; their war began while the cosmos was yet unfinished. The Rod of Seven Parts defines epic role-playing. The reappearance of the Rod has awakened the powers of Chaos, and their queen seeks to turn the whole world into a battleground. Bold heroes must undertake the enormous task of seeking out and assembling the pieces of the Rod, but even its power cannot stand alone. Ages ago, primal forces of Law stood fast against Chaos; now their champions must once more confront the Queen of Chaos and her foul spyder-fiends, lest the flame of civilization be extinguished. Follow the quest for the capricious Rod as it leads characters on a journey of high fantasy. The Rod of Seven Parts is designed for four to six heroes and heroines of levels 10 to 12. This boxed set includes: Initiation to Power, a 96-page book of grand adventure playable in any AD&D world, including original campaigns; The War Against Chaos, a 64-page book of world-crossing adventures pitting PCs toe to toe against the minions of Chaos; Might and Menace, a 32-page book detailing the mysterious powers of the Rod of Seven Parts: how it affects both its enemies and its friends; Monsters, a 16-page book of new villains, new monsters, and even a new race! 6 two-sided reference cards; 6 full-color poster maps portraying the key locations heroes can visit. Read about this ancient artifact in the epic novel The Rod of Seven Parts by best-selling author Douglas Niles! TSR 1145

Cover of Ashes of Athas
Ashes of Athas
4th Edition
Levels 3–9
? pages
0

You will take up the mantle of heroism in a grim world where simple survival cannot be taken for granted. These heroes will shape the world of Athas while they grow in power and prestige - or die trying. Your character has been asked to aid a secretive faction of the Veiled Alliance in the Free City of Tyr against an unknown assailant. Ashes of Athas is a 4e D&D campaign set in the world of the Dark Sun campaign setting.

Cover of Dungeon Crawl Classics #76: Colossus, Arise!
Dungeon Crawl Classics #76: Colossus, Arise!
Dungeon Crawl Classics RPG
Level 8
28 pages
0

Giants stalk the shifting sands as the lost city of Stylos awakens from its deathless slumber. The Fourth Age of Man is at hand! All that stands between the gigantic hordes of Stylos and their conquest of the world is your band of adventurers. Sinister traps, implacable foes, and the crushing tread of the dread Colossus all lurk within these pages, eager to test the courage and cunning of even the most accomplished adventurers.

Cover of ALQ3 A Dozen and One Adventures
ALQ3 A Dozen and One Adventures
AD&D
Levels 2–10
64 pages
0

High Adventure is Your Companion Throughout the Land of Fate! There is no escaping Fate in the world of Zakhara, home of caliphs and favored land of the genies. And the Fate of brave adventurers is to travel the wide realms, vanquishing the urnrighteous and protecting the meek. A Dozen and One Adventures leads the characters from bustling Muluk, City of Kings, to the mysterious citadel fo flame, and many points between. They may meet the king who never died, the fish-people of the Great Sea, and other wonders too amazing to mention. This adventuresourcebox contains a 64-page booklet of 13 adventures, a 32-page campaign guide describing Muluk, the northern lands, and several new magical items, a poster map of Muluk and Krakal-Niraan, six map cards, and four MC instert pages featuring NPCs. Recommended for use with the Arabian Adventures rulebook. Contains 13 adventures. TSR 9432

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 Serpents of the Sands
Serpents of the Sands
AD&D
Levels 6–10
13 pages
0

Snakes! Why does it have to be snakes? They never forgot the theft. They proved it, too. Yuan-ti are looking to reclaim a symbol of their leadership, and it's up to the players to stop them from harming a small desert town. The adventure starts with roleplay and investigation in the town, followed by a trek through the desert and a delve into the Yuan-ti lair. Pgs. 6-18

Cover of Mini Hex
Mini Hex
5th Edition
Levels 4–11
16 pages
0

Content in English / Contenido en Español Mini Hex is Hex Crawl that can be played in one session, its ideal to show your players what a hex crawl is about. It may serve simple purposes as finding some rare flowers in the forest, the location of a ritual in the city or the cave with the treasure in the hills. This module contains: 3 scenarios. 18 combat encounters for levels 4, 7 and 11 characters. 30 obstacles encounter of varying difficulty. More than 100 traps variations. Aids for easy setup. Area and battle maps. A couple of interesting mechanics to make your game feel fresh. Mini Hex es Hex Crawl que se puede jugar en una sesión, es ideal para mostrar a tus jugadores de qué se trata un rastreo hexadecimal. Puede tener propósitos simples como encontrar algunas flores raras en el bosque, la ubicación de un ritual en la ciudad o la cueva con el tesoro en las colinas. Este módulo contiene: 3 escenarios. 18 encuentros de combate para personajes de nivel 4, 7 y 11. 30 obstáculos ambientales de diversa dificultad. Más de 100 variaciones de trampas. Ayudas para prepara rápido y fácil una partida. Área y mapas de batalla. Un par de mecánicas interesantes para que tu juego se sienta fresco.

Cover of 1 on 1 Adventures #6.66: Pleasure Prison of the B'thuvian Demon Whore
1 on 1 Adventures #6.66: Pleasure Prison of the B'thuvian Demon Whore
Pathfinder
Level 7
32 pages
0

The adventure that is, quite frankly, too strong for the mere hobbyist gamer! A desert caravan ambushed! An incognito Queen elfnapped and taken to some sandy hideaway! A hero of epic proportions! Within these covers is the greatest adventure ever told. Will the dangerous renegade B'thuvian Demon Whore Alayshia have her way with our hero or will he have her to his way? Which way will the having be? Only you, playing the role of Krunk barbarian of the frozen wastes, will ever know...