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1031 adventures found
Cover of God of Ore
God of Ore
5th Edition
Level 3
38 pages
0

God of Ore is a 3rd-level adventure that takes the characters from the quiet, mountainside town of Miners’ Refuge into the heart of the Stoneheart Mountains in pursuit of a failed pilgrimage to discover a phony religious relic deep inside legendary Mithral Mountain. The dark, twisting tunnels that bore into the fabled mountain soon reveal that some mysteries are not what they first appear to be.

Cover of The Maze of Zayene M2 - Dimensions of Flight
The Maze of Zayene M2 - Dimensions of Flight
3.5 Edition
Levels 9–12
52 pages
0

The characters have escaped the maze only to find themselves in strange dimensions of fire, stone and ice, and a strange idyllic hunting ground where all is not as it appears.

Cover of The Vault of Iptiz
The Vault of Iptiz
5th Edition
Level 5
9 pages
0

There is the well-known regional legend of Iptiz, a spirit naga whose greed was remarkable even among its own kind. Murderous raids and relentless pillaging yielded a hoard so valuable that the creature needed some place to store and protect it. Thus was the Vault conceived: an underground complex custom built to destroy anyone who is not its creator. Years ago, Iptiz's campaign of terror suddenly ended without precursor or cause. The location of the Vault was never discovered. Until now. The ring-city of Sulindal, built upon the shores of a mile-wide desert oasis, has come under martial law by an invading army of yuan-ti. They intend to exploit the resources in this renowned city of knowledge to locate the third and final Beacon of Selune. ...but for what purpose? A four to six hour adventure for four 5th level players.

Cover of Scourge of the Sword Coast
Scourge of the Sword Coast
5th Edition
Levels 2–4
85 pages
0

The first part of the Dreams of Red Wizards adventure path originally published for the D&D NEXT Playtest. Following the events Ghosts of Dragonspear Castle, a new set of adventurer's will see some of the repercussions of that adventure. This adventure is intended to be continued in the Dead in Thay adventure (Note that they Dead in Thay 5e adventure featured in Tales from the Yawning Portal is missing a significant portion of interlude that links Scourge of the Sword Coast to the events within the Doomvault). The adventurers arrive when Daggerford is crowded with refugees from outlying lands. Goblins, gnolls, and orcs have been raiding the countryside. Now, food is scarce and tension is high. Blame for a theft has fallen on the refugees, and the Duke of Daggerford has forbidden more of the displaced from coming into town. After overcoming difficulties to enter Daggerford, the characters learn more about the raids. As they fight against the humanoids and delve deeper in the darkness that encircles Daggerford, the characters learn of Bloodgate Keep. After a final fiendish ambush, they’re ready to confront the real threat to the area. DM Note: This adventure points the adventurers strongly towards Bloodgate Keep but that location does not appear until the Dead in Thay adventure; at several points the party may feel drawn to explore that location rather than continue their investigations around Daggerford. However, since Bloodgate Keep is only eluded to as a source of great evil power, it can serve to easily segue to an entirely different adventure path. As a NEXT Playtest adventure, Scourge of the Sword Coast uses milestone leveling and the included stat blocks for creatures do not necessarily match or even appear in the 5e Monster Manual, nor do they have XP values or challenge ratings. In some places it will reference rules used in the Playtest but dropped or changed in the 5e release, these are unlikely to substantially impact gampley with 5e rules.

Cover of DDAL05-11 Forgotten Traditions
DDAL05-11 Forgotten Traditions
5th Edition
Levels 5–10
51 pages
0

Adventurers explore a frozen, buried dungeon of long-dead giants that turns out to be the birthplace of Runemagic itself, and may still hold the secrets of that forgotten art. However, even if they do survive the extreme cold and unfriendly denizens, they will still have to face the massive Runeforged Guardian before they can escape. This adventure includes lots of interesting multi-part traps and alternate encounters that can be added or swapped out in several places.

Cover of The Temple Between
The Temple Between
4th Edition
Level 9
68 pages
0

“The Temple Between” is an adventure for 9th level characters, and it is challenging enough to take them to 11th level by the time all is said and done. Although intended as the final chapter of the heroic tier portion of the Scales of War Adventure Path, it can be run as a standalone adventure, or as an adventure in a campaign of your own making, with a small degree of modification. It contains elements of urban investigation, dungeon delving, and even wartime conflict, making it a suitable adventure to players of many tastes and preferences. The western end of Elsir Vale has been greatly troubled in recent days. The threat of the orc hordes from beyond the Stonehome Mountains, though turned back at Bordrin’s Watch, still lingers in the people’s minds. Peculiar and hostile creatures of shadow lurk in the caverns and caves below. Political squabbling grows among the city’s powerful dwarf clans. All this makes the city particularly vulnerable to an enemy nobody saw coming - that nobody even imagined. This enemy has goals and objectives far beyond the ultimately unimportant Elsir Vale, but the first step is the utter subjugation of Overlook. An enemy who, at least in part, is already here. In this adventure the player characters start by investigating the strange behavior of the city's clergy. They swiftly discover hints of a conspiracy worming its way through the city hierarchy - some members are possessed while others have been replaced by dopplegangers. After trailing this conspiracy to its source they discover a portal that leads to an ancient temple in the mountains. Using the portal, the PCs go to the abandoned ancient temple where they must confront both a cadre of fey and a band of mercenaries, from whom they learn there is a plot for a full-scale invasion of the region! The PCs must them rush back to Overlook and cement their place as heroes as they face off against the invading forces. Pgs. 4-71

Cover of SQ4 - Dungeon of Otek
SQ4 - Dungeon of Otek
5th Edition
Levels 2–5
19 pages
0

Kind words and a scrap of paper are enough to lead you off on an adventure into the hills. You and your party have opted to follow the clues leading to a fabled Talisman of Otek lost years ago in an old dungeon. Your benefactor has warned you that some cultists are actively seeking the item and hope that the “heroes in the making” will obtain the item before the nasty fanatics get ahold of it and use it for nefarious purposes!

Cover of Into the Maw
Into the Maw
3.5 Edition
Level 17
38 pages
0

Few planes possess the raw malevolence of the Infinite Layers of the Abyss. It is a place of random violence, appalling cruelty, and pure, unadulterated wickedness. Here, unreasoning malice rules, and countless demons torture and murder for the joy of it. The Abyss is innovative in its wretchedness, with each fleeting moment birthing new and awful psychotic acts of utter evil. Those who brave its depths find no relief from its corrosive nature, nor respite from the cancerous seeds of evil blooming within all who tarry here; they find only anguish, pain and if they're lucky, sudden, abrupt death. "Into the Maw" is the ninth chapter of the Savage Tide Adventure Path, a complete campaign consisting of 12 adventures appearing in Dungeon magazine. For additional aid in running this campaign, check out Dragon magazine's monthly "Savage Tidings" articles, a series that helps players and DMs prepare for and expand upon the campaign. Issue #356 of Dragon magazine features an expanded list of strange and exotic magical items that could be purchased from the mercane merchants encountered during "Into the Maw." In order to rescue a friend, the PCs must sail into the Abyss and infiltrate a prison built by the Prince of Demons. Pgs. 48-85

Cover of The Mazes
The Mazes
AD&D
Levels 2–4
8 pages
0

In which the Many seek the One, and the Heroes must retrieve a Sword lost amid myriad Threats to the Flesh. Chapter II of the "Well of Worlds" adventure anthology.

Cover of A Gathering of Winds
A Gathering of Winds
3.5 Edition
Level 11
29 pages
0

The PCs return to Diamond Lake to consult with the sage Allustan, they find the town in shambles and Allustan is missing. Locals tell tales of a terrible dragon's rampage through town. Unfortunately for the characters, the dragon is only the beginning. "A Gathering of Winds" is the sixth installment of the Age of Worms Adventure Path, a complete campaign consisting of 12 adventures, several "Backdrop" articles to help Dungeon masters run the series, and a handful of poster maps of key locations. For additional aid in running this campaign, check out Dragon's monthly "Worm Food" articles, a series that provides additional materials to help players survive this campaign. Those who have studied the cult of Kyuss and read through the Apostolic Scrolls they recovered in "The Champion's Belt" may qualify for the wormhunter prestige class, a highly customizable five-level prestige class detailed in Dragon #338's "Wormfood." Pgs. 38-66

Cover of SQ17 - Grimoire of Deenus
SQ17 - Grimoire of Deenus
5th Edition
Levels 7–9
23 pages
0

Deenus was a necromancer that was put out of business a quarter century ago by a group of adventurers. Despite their success, the delvers were never able to discover the dungeon entrance. Your new benefactor may have information on that…

Cover of The Black Wyrm of Brandonsford
The Black Wyrm of Brandonsford
OSR
Levels 1–3
18 pages
0

Those friendly dwarves were the first to go, the poor things. And now the beast has been killing and eating the people of Brandonsford. No-one wants to leave the town's walls. With the humans out of the forest, fairies have taken over, and now the goblin king Hogboon seeks to claim the entire forest as his new kingdom.

Cover of Tower of Screaming Sands
Tower of Screaming Sands
Pathfinder
Level 7
37 pages
0

Deep within the blasted desert wastes a mysterious black tower has been sighted. The structure is not marked on any known map and has not been seen in this location by travellers in the region, yet there it stands. The adventurers set out to explore this ancient, isolated tower that appears ripe for the plundering. Within they face a gauntlet of insidious traps and supernatural horrors. The deeper the adventurers delve, the more secrets of the tower’s origins they uncover. The tower’s sinister creator does not rest easy in his arid grave – the adventurers must face him if they are to survive the Tower of Screaming Sands. Also included in “Tower of Screaming Sands”: Five deadly new traps: The Chamber of Ten Thousand Teeth, The God’s Grasp, Chamber of Flooding Sand, Hall of Arcing Blades and Descending Stone Block. A new monster – the scorpion swarm. Rules for whirlwinds, a new magical hazard GM tips for running overland travel.

Cover of Kingdom In the Swamp
Kingdom In the Swamp
AD&D
Levels 6–9
12 pages
0

Follow a crazy halfling into a vampire’s castle. Kingdom in the Swamp is an AD&D adventure for higher-level characters; 6th to 9th level would be suitable. While it is necessary to have strong combatant characters and at least one cleric, it is more important that the players be ready to find solutions beyond the sword or spell book. Adventure Background A few days ago, Candor Pletten, a halfling thief known more for his urban exploits, returned from a journey to the southern jungles and rain forests (or so he says). Few people have believed him in the past -- usually they have been too busy taking inventory of their possessions to even listen to him — but some are guessing that he may actually be telling the truth (certainly, he’s got a good story). Candor left town a couple of months ago with some other adventurers, but has come back alone. Most tavern patrons are of the opinion that he took his companions’ purses and ran, but why would he come back to town? And why, then, aren’t his former companions hot on his trail? Candor may be a thief, but he’s not a murderer. He even gets nauseated by cockfighting. Maybe the halfling's tale is worth hearing...

Cover of The Crypt of Istaris
The Crypt of Istaris
AD&D
Levels 3–5
14 pages
0

It's all over (and literally so) after midnight. A mission with an unforgiving deadline. The characters must remove the magically-infused remains of a dead wizard and his medallion from a crypt. Pgs. 10-23

Cover of Sharn I, The Missing Schema
Sharn I, The Missing Schema
5th Edition
Levels 1–5
52 pages
0

This is an introductory adventure to Eberron and Sharn. It is written for 3-6 characters of levels 1 to 5. This adventure showcases the versatility of urban adventures in Sharn. The adventure takes a party of characters from the lowest and more dangerous parts of the city, the lower wards and The Depths, to the highest and most exclusive neighborhoods in the upper wards and the Skyway. This adventure has it all. There are roleplaying opportunities, underground exploration, interesting NPC's, a flying chase scene on flying vessels, and a BBEG with enough charisma to captivate any player.

Cover of No, I'm The Real Me!
No, I'm The Real Me!
5th Edition
Level 3
1 pages
0

About: This encounter was cooked up in the Write your First Encounter workshop by the Storytelling Collective. It CAN be slid in as a side quest in any urban or sub-urban context, or be adapted to add confusion to any rescue mission you are presently running. Synopsis: Through the doorway a young woman shackled to the wall matching the description of Helena can be seen. Though disheveled and looking to be in great discomfort, her beauty is remarkable. But on closer inspection, there are other people here — three identical Helenas! Noble woman Elize Cleron has hired the party to infiltrate the catacombs under the Schaefer Estate and free her twin sister Helena. Helena is being held captive by the Schaefer family, trade rivals rumored to have ties to the underworld. Elize has been unable to free her sister herself because of her identical appearance. Rather than pay an unrealistic ransom, Elize has provided the party with what they need to break her out. This encounter is intended for 3rd level characters.

Cover of Under The Devil’s Thumb
Under The Devil’s Thumb
5th Edition
Level 5
14 pages
0

The city is plagued by an affliction being called "stone sickness" or "the gorgon’s touch" that disorients people and turns them to stone. Those with, or suspected to have, the affliction are being banished from the city. Some demand a cure, but most are just scared for their loved ones. A ravenfolk woman named Spinel Larkdon, mother to a child with the gorgon’s touch, begs the PCs for assistance. An artifact known as the Shroud of Tiberesh, capable of curing any sickness, is locked away within The Umbers' vault of spoils below the city. Passionate, she is determined to save her son and all those afflicted. Fortunately for the player characters, completing the Umber’s Gauntlet alive means they are not only entitled entrance into the cult, but also a single item from its vault of spoils. The PC's only hope of procuring the Shroud is by traversing this initiation Gauntlet – a series of traps, monsters, and puzzles devoted to the demon-god Nakresh - and claiming the Shroud as their prize.

Cover of Shunned Valley of the Three Tombs
Shunned Valley of the Three Tombs
Pathfinder
Level 1
36 pages
0

Far from the nearest town, hidden deep in the forest, lies a marshy, boggy valley. Woodsmen and hunters shun the place—kept away by rumours of a terrible beast lairing within and of a ghost haunting the valley’s boggy mere. But, as well as great danger, treasures magical and mundane may yet lie unclaimed in the valley for three unexplored tombs built by ancient hands, stand amid the mud and reeds. Dare you explore the Shunned Valley of the Three Tombs?

Cover of Pathfinder Adventure Path #107: Scourge of the Godclaw (Hell's Vengeance 5 of 6)
Pathfinder Adventure Path #107: Scourge of the Godclaw (Hell's Vengeance 5 of 6)
Pathfinder
Level 13
96 pages
0

Now bound to Queen Abrogail by infernal contracts, the villainous adventurers are tasked with destroying the Glorious Reclamation's headquarters in the former citadel of the Hellknight Order of the Godclaw, where they face a gold dragon ally of Iomedae herself! Only if they can survive the terrible onslaught of this fearsome foe and secure the citadel from the revolutionaries can the vile characters succeed at their quest—to perform an evil ritual, using the dragon's head to craft a legendary weapon capable of defeating the Glorious Reclamation's army of valorous knights once and for all.