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1102 adventures found
Cover of Creaking in the Dark
Creaking in the Dark
5th Edition
24 pages
0

When an injured child collapses in the street, will you venture into the cellar he fled from to discover what hides, creaking in the dark? Published by Nord Games

Cover of GC18 - Ta-Killya Estate
GC18 - Ta-Killya Estate
5th Edition
Low, Medium Level
23 pages
0

In lieu of a monetary reward for their latest adventure, the PCs have been 'gifted' land ownership in the form of a former religious holding on the coast. While the party cannot collect taxes, they can rennovate the building and use it as a base of operations as they adventure around the Katorian Sphere. Best of all, it sits on a vineyard!

Cover of The Hound of Cabell Manor
The Hound of Cabell Manor
5th Edition
Level 3
6 pages
0

A fearsome hound has been seen prowling the mist-soaked moors surrounding Cabell Manor, but what is the foul beast searching for? Is there any truth to the rumors tying the family to an ancient devilish evil, or is it just a local superstition? If the want to solve the mystery our adventurers will need to keep their wits as sharp as their swords. NOTE: The title of this adventure is incorrect in the store. The version you will receive upon purchase and download is titled as this entry suggests.

Cover of Igor's Challenge
Igor's Challenge
5th Edition
Levels 1–10
10 pages
0

Igor's Challenge is a 3-4 hour, non-lethal, funhouse style dungeon. It is a self-contained adventure that should fit into any campaign or serve as a one-shot adventure for any group. The adventure can fit a party of any level and size with only minor adjustments. Igor is an eccentric gnome inventor and retired adventurer renowned around the world. He has sent out invitations to adventuring groups to come compete for his latest, greatest invention. The competition will take place a few days hence in the village of Penthill and consist of a race through his specially created challenge-dungeon. Igor's Challenge includes a unique magic item, a small village with locations and NPCs, an encounter and story with a legendary NPC (stat bloc provided), and a 33 room dungeon of traps, tricks, and puzzles.

Cover of EX1 - Trinity Trio
EX1 - Trinity Trio
5th Edition
Levels 1–9
11 pages
0

Don't you just hate it when you have a bit of downtime but some of your players need a bit more experience? Perhaps your group is fractured and only a pair of players could make it. Today's offering gives you three scenarios for a pair of adventures at three different levels! This offering helps you plug campaign holes with short encounters certain to challenge a pair of PCs!

Cover of Dungeon Crawl Classics #1: Idylls of the Rat King
Dungeon Crawl Classics #1: Idylls of the Rat King
3.5 Edition
Levels 1–3
36 pages
0

Remember the golden days of role-playing, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Well, those days are back. Dungeon Crawl Classics feature bloody combat, intriguing dungeons, and no NPCs who aren’t meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you fear, and the secret doors you know must be there somewhere. In Idylls of the Rat King, goblin bandits are once again attacking the silver caravans, killing innocent miners and stealing cargo. The goblins have taken up residence in an abandoned mine northwest of Silverton. Someone must get rid of them. But this is no ordinary abandoned mine. It was deliberately barricaded generations ago when the Gannu family, founders of Silverton, discovered an unspeakable evil on its lowest levels. And these are no ordinary goblins, for the curse of the Gannu family courses through their veins…

Cover of Hirward's Task
Hirward's Task
AD&D
Levels 4–8
20 pages
0

When a wizard makes a mistake, he makes a MISTAKE. Hirward the Wizard has a little problem on his hands - and it's destroying his fortress, followers and future. A good mix of character types is strongly advised, but paladins, rangers, dwarves, and gnomes may not be comfortable sparing the lives of Hirward’s kobold assistants. A generally neutral party composed of humans and half-orcs will stand the best chance of completing Hirward’s Task. This not a standard "hack-and-slash” adventure. The PCs will have to do some fighting to he successful in completing the module, but most of the time they must use their brains to figure out the best way to complete their mission. Pgs. 45-64

Cover of Fall of Whitecliff
Fall of Whitecliff
Pathfinder
Levels 1–2
22 pages
0

Beginning in the prison of the Castellan of Whitecliff, this campaign arc takes the players from level one to four, presented as a sandbox area in a lonely and gritty peninsula full of villains and opportunities for the players to explore. Much like Stonehell, but for regional play. Published by Coldlight Press

Cover of Raiders of the Black Ice
Raiders of the Black Ice
3.5 Edition
Level 3
20 pages
0

Bracing for a terrible winter, the adventurers find themselves snow-locked in the desolate Archbarony of Blackmoor. Will they venture into the treacherous Land of Black Ice to rescue an enslaved people? Be sure to check out the sequel "The Clockwork Fortress" in Dungeon magazine #126. Pgs. 16-35

Cover of Rappan Athuk - The Dungeon of Graves
Rappan Athuk - The Dungeon of Graves
Pathfinder
Levels 1–20
672 pages
0

The Granddaddy of All Dungeons Returns! Rappan Athuk, the legendary mega-dungeon by Frog God Games and Necromancer Games is nothing more and nothing less than a good, old–fashioned, First Edition dungeon crawl updated for the Pathfinder Roleplaying Game. Very difficult, Rappan Athuk will truly strike fear into the hearts of the most stalwart adventurers. It offers legions of inventive traps, tricks, strange features, and monsters—many of them never before seen. It affords numerous opportunities for roleplaying, but anyone willing to brave these subterranean halls better arrive ready to rumble, or their lives will be short indeed. Many, many players have lost favored PCs delving into the depths of this dungeon, all the while giggling like children and having the time of their lives. Hundreds, if not thousands of players have combed the halls of Rappan Athuk over the years, seeking treasure and fame, making it one of the best-known dungeon locations the game has ever produced. Even players who have never entered its halls know the term: “Don’t go down the Well!” Also available for S&W and broken into multiple adventures. Also see https://paizo.com/store/byCompany/f/frogGodGames/pathfinderRPG/rappanAthuk for expansions for this product.

Cover of Misty Isles of the Eld
Misty Isles of the Eld
OSR
Levels 3–5
104 pages
0

Come visit the acid fantasy mini-sandbox of the Misty Isles, a hellish pocket plane that's brutally displaced a bucolic paradise. Marvel at its massive grub-ridges, shake at the body horror of its protein vats—and watch as your players dynamically unleash the Anti-Chaos Index through their own in-game actions. Misty Isles of the Eld is a stand-alone sequel to Slumbering Ursine Dunes and Fever-Dreaming Marlinko. It contains: Four dungeons. The Vat Complex (with its menacing sealed off-west wing, body-horrific industrial process and pocket dimensions), the flying god-prison Monument Five, the meth-fruit Plantation House and Colonel Zogg's Pagoda Bunker. Full “extra-planar” pointcrawl. The wilderness crawl spreads over one main isle and two smaller islets subdivided by massive, movable grubs. An “Anti-Chaos Index.” Through their actions the players shape the very reality of the Isles. Sometimes for the better, sometimes for the worst, but always for the weird. A slew of new otherwordly monsters. A large collection of bizarre technological Eldish artifacts and treasure. Includes a random generator for miscellaneous artifacts picked up. A new psionicist player class, the Psychonaut, with a soft scifi twist. Including its own powers and mutations.

Cover of A Heart in Mourning
A Heart in Mourning
5th Edition
Level 6
27 pages
0

A Heart in Mourning is a dungeon crawl and survival adventure that takes the party through the mists into the strange and dangerous Mournland, where they encounter threats both environmental and living. The party has been given a map with the task of retrieving the Steelheart from Ash Tower, where the Provost’s research has led them under direction by Guild Handler Lhara. Their destination lies in the middle of a manifest zone of Shavarath. Once there, the party will have to survive a tower climb filled with fiends, demons, and more in order to retrieve the Steelheart, a powerful artifact guarded by a powerful guardian.

Cover of WBW-DC-FEN-02 Tiddy Mun and the Burrow of Bandits
WBW-DC-FEN-02 Tiddy Mun and the Burrow of Bandits
5th Edition
Levels 1–4
23 pages
0

The Stranger Stone, a rock that is to be used in a ritual to save the town of Berribury, has been stolen. The characters must track down the thieves and retrieve the Stone. A Four-Hour Adventure for Tier 1 Characters. Optimized for APL 3

Cover of The Temple of Pure Lightning
The Temple of Pure Lightning
5th Edition
Levels 7–9
9 pages
0

While lightning may strike anywhere, there is but a single Temple of Pure Lightning. This temple could be located just about anywhere – out in the middle of an expansive dungeon or even hidden beneath the streets of a bustling city. Regardless, this temple is not for the faint of heart. Within these walls are floors charged with lightning, ancient powerful weaponry, a vast series of winding powered minecarts, and rooms that are filled with eternal storm clouds. Just as dangerous are the aetherspawn that have been drawn to this place of great power and now see it as a home that will not be taken from them by the likes of a few mere adventurers.

Cover of Factions of Sigil - Skaldon's Dome
Factions of Sigil - Skaldon's Dome
5th Edition
Level 10
9 pages
0

We get it. Factions are an integral part of D&D, but it's not always clear how to use them in your campaigns. Luckily, Factions of Sigil has you covered for each of the twelve main factions found across Sigil and the Outlands! This supplement goes over the various rules and lore around the primary factions found in Sigil and the Outlands, making it easy for any new or veteran DMs to integrate the factions more into the core stories being told, and making them feel more useful for the players that choose to join. In this adventure, the Mind's Eye of Sigil requests the characters travel to a secretive dome created by former member Skaldon, and follow his path to enlightenment.

Cover of The Dreaming Caldera
The Dreaming Caldera
OSR
Levels 5–6
23 pages
0

The Dreaming Caldera involves the players infiltrating a volcano teeming with monsters that are intent on constructing a chaos god. The players must navigate through the hostile environment, disrupt the monstrous activities, and ultimately prevent a catastrophic event. 27 keyed locations Written for the Old-School Essentials (OSE) rule system

Cover of Diablo II: To Hell and Back
Diablo II: To Hell and Back
3rd Edition
192 pages
0

Bringing Diablo II to the tabletop. The legendary Diablo and Diablo II computer games come to life with the release of the tabletop Diablo II: To Hell & Back roleplaying adventure. All a player needs is the Dungeons & Dragons(r) Player's Handbook (0786915501-8/00) to accompany the Diablo II game. Every level and all 4 acts of the computer game are represented in the tabletop mega-adventure, which will also include 64 pages of monsters, information for levels 1-30, and over 60 maps!

Cover of FV4 - Ziggurat of Narvi
FV4 - Ziggurat of Narvi
5th Edition
Levels 2–4
25 pages
0

As the fledgling adventurers continue their movement throughout the area they begin to head towards the bustling Port City of Kak. To get to there from the Dy’oe Grasslands the party will need to navigate a river running along an overgrown section of the frontier. After obtaining the services of a strange riverboat captain the party heads down the river and into adventure! Between the wildlife, a mysterious old temple, and river pirates the party discovers getting to Kak is easier said than done!

Cover of M1 Blizzard Pass
M1 Blizzard Pass
BECMI
Levels 1–3
32 pages
0

A SOLO adventure for thieves level 1-3 or Group play level 1-3 The storm sweeps off the mountaintops without warning, as if conjured by some supernatural power. Within minutes, huge drifts of snow have halted the caravan, and the snow falls so hard it is impossible to see more than five feet. You huddle next to the sledge, trying to shelter for you numb face from the icy winds. A dozen half-human forms march into view out of the raging blizzard. The little man-things carry wooden spears or long, unsheathed swords in bony, gnarled hands. Their blood-red eyes quickly fall upon your sledge and the ugly creatures turn toward your hiding place. Will you survive to uncover the secret of Blizzard Pass? This module contains all you need to solve the riddle of Blizzard Pass, including 14 maps, an invisible ink marking pen, a complete solo adventure, a pre-rolled character, and an outline for group play! TSR 9067

Cover of X12 Skarda's Mirror
X12 Skarda's Mirror
BECMI
Levels 5–8
48 pages
0

An interesting and atypical adventure in its writing style. For one the module contains insightful "When things go Wrong" sections and DM guidance for sticking close enough to the rails for the story and fun's sake. Lots of DM hints about how to handle PCs' choices. Overall the story is fine too - a traditional hook, a mystery, some twists. There's a tower, a surprise pocket-dimension context, and a dungeon. It's mirror of life trapping, isn't it? Well, yes and no. People go in, and they don't come out. Nor can you talk with anyone inside. Somehow, that's not quite the way you remember those mirrors work. This Skarda fellow showed up a few years ago with a band of raiders, and no one in the land has been safe since then. Whole villages have disappeared into this Skarda's mirror. Your band is approached by relatives of one of the victims?and adventurer like yourselves. You have to get into that mirror of whatever-it-is, find this man, and get him out in one piece. The reward is more that adequate. Only problem is, no one out here can tell you what to expect once you get in? or even how to get there. TSR 9188